// TODO: Re-start whenever a connection is initiated. Stalls currently if player exits game and re-joins.
    private void Start()
    {
        m_turnUI = FindObjectOfType <TurnUI>();

        if (isServer)
        {
            m_serverData = gameObject.AddComponent <NetworkTurnManagerServerData>();
            StartCoroutine(HandleTurns());
        }
    }
    private void Start()
    {
        m_position = m_map.GetClosestTile(transform.position);
        m_health   = GetComponent <NetworkHealth>();

        if (isLocalPlayer)
        {
            m_turnUI          = FindObjectOfType <TurnUI>();
            m_canvasTransform = FindObjectOfType <Canvas>().transform;
            FindObjectOfType <HealthBar>().Health = m_health;
            PlayerCamera.LocalPlayer = gameObject;
        }
    }
Exemple #3
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    public void SetBattleStateActionEnd()
    {
        InitHeroTween();
        TurnUI.InitActiveTurnMember(ActiveTurnHeroNo);

        var battleUI = Global.UIMgr.GetUI <UIBattle>(UIManager.eUIType.eUI_Battle);

        if (battleUI != null)
        {
            battleUI.ActiveSelActionType(false);
            battleUI.ActiveHUDUI(true);
        }

        ActiveBlur(false);
        ActiveTurnHeroNo   = 0;
        ActiveTargetHeroNo = 0;
    }