public void Initialize() { //getting array of players from engine then creating playercards players = FindObjectsOfType <Player>(); players = players.OrderBy(p => p.Order).ToArray(); playerCount = players.Length; playerInfoManager.CreatePlayerCard(players); //checking if the game is network isNetworkGame = CheckNetworkGame(); // Initialize the curernt player currentPlayer = GetCurrentPlayer(); //in hotseat game, currentplayer is used as selected player unless viewing another player SetSelectedPlayerBasedOnGameType(); //setting player's HUD SetActivePlayer(); wrapHand.PopulateHand(); GetCurrentPlayer().IsSwitching = false; GetCurrentPlayer().DisplayRounds = false; //populate histograms size and position for current and past sections currentSizeHistogram.SizeRect(playerCount); pastSizeHistogram.SizeRect(playerCount); //creates current histograms //TODO: Update how the Histogram generates the spots so the logic is more // clearly defined and can be refactored //REFACTOR FIX foreach (Player player in players) { currentSizeHistogram.AddHistogram(player.Order + 1); } //sets the histograms to the current player currentSizeHistogram.SetCurrent(players[0].Order + 1); //the HUD is initialized IsInitialized = true; }