public IEnumerator StartMatch() { yield return(new WaitForSeconds(1f)); shop.gameObject.SetActive(false); player1.SetActive(true); player1.transform.position = Vector3.left * 3; player2.SetActive(true); player2.transform.position = Vector3.right * 3; player1Health.gameObject.SetActive(true); player2Health.gameObject.SetActive(true); cageManager.CallTimer(); if (!skipRoundDisplay) { roundDisplay.gameObject.SetActive(true); roundDisplay.SetValues("First to win " + Match.maxScore, Match.player1Score, Match.player2Score); state = State.Intro; yield return(new WaitForSeconds(2f)); roundDisplay.gameObject.SetActive(false); battleStartPanel.gameObject.SetActive(true); battleStartPanel.Call(); } soundtrackManager.SetFocus(false); player1.GetComponent <Player>().SetIdleState(); player2.GetComponent <Player>().SetIdleState(); state = State.Playing; }
void Start() { sceneTransition = SceneTransition.instance; soundtrackManager = SoundtrackManager.instance; player1 = Instantiate(playerPrefab, Vector3.left * 3, Quaternion.identity, transform); player2 = Instantiate(playerPrefab, Vector3.right * 3, Quaternion.identity, transform); Destroy(playerPrefab); player1Health.matchManager = this; player2Health.matchManager = this; PlayerConfigurations.BaseSetup(); //PlayerConfigurations.player1.color = player1Color; //PlayerConfigurations.player2.color = player2Color; player1Color = PlayerConfigurations.player1.color; player2Color = PlayerConfigurations.player2.color; player1.GetComponent <Player>().Init(1, player1input = PlayerConfigurations.player1.input, player1Color, player1Health); player2.GetComponent <Player>().Init(2, player2input = PlayerConfigurations.player2.input, player2Color, player2Health); battleStartPanel.HideAll(); player1.SetActive(false); player2.SetActive(false); if (!skipShop) { roundDisplay.gameObject.SetActive(false); if (shop) { if (!soundtrackManager.PlayFadedBattleTheme(1)) { soundtrackManager.SetFocus(true); } shop.gameObject.SetActive(true); shop.Setup(this, player1.GetComponent <Player>(), player2.GetComponent <Player>()); } shop.ProhibitSetup(Match.lastWinnerID); state = State.Shop; } else { StartCoroutine(StartMatch()); } }