IEnumerator Player1UI() { //Debug.Log("UISetUpRunning"); //Spawn UI elements p1uiCopy = Instantiate(p1_UI, UICanvas.position, Quaternion.identity) as GameObject; //Get transform p1Transform = p1uiCopy.GetComponent <RectTransform>(); //Set parent to canvas p1uiCopy.transform.SetParent(UICanvas); //Set Position p1Transform.position = new Vector2(0, 1050);//or 50/479 //Get Info p1_UI_Info = p1uiCopy.GetComponent <UIMaster>(); //CanvasGroup p1CanvasGroup = p1_UI_Info.GetComponentInChildren <CanvasGroup>(); yield return(new WaitForSeconds(0.05f)); //P1 //UI references //Health //player1HealthScript.healthBar = p1_UI_Info.healthBar; player1HealthScript.healthNum = p1_UI_Info.healthNum; //Shields player1HealthScript.overchargeBar = p1_UI_Info.shieldsBar; //SpeedBuff player1HealthScript.speedBar = p1_UI_Info.speedBar; //to Color //player1SpriteManager.healthBar = p1_UI_Info.healthBar; player1SpriteManager.playerNum = p1_UI_Info.playerNum; player1SpriteManager.healthText = p1_UI_Info.healthNum; player1SpriteManager.abilityMeter = p1_UI_Info.abilityMeter; player1SpriteManager.glow = p1_UI_Info.glow; player1SpriteManager.uiSpinner = p1_UI_Info.playerSpinner; player1SpriteManager.SpriteSet(); //AbilityMeter Tracking player1AbilityScript.uiAbilityMeter = p1_UI_Info.abilityMeter; //yield return new WaitForSeconds(0.05f); p1CanvasGroup.alpha = 0; }
IEnumerator Player3UI() { p3uiCopy = Instantiate(p3_UI, UICanvas.position, Quaternion.identity) as GameObject; p3Transform = p3uiCopy.GetComponent <RectTransform>(); p3uiCopy.transform.SetParent(UICanvas); p3Transform.position = new Vector2(0, 10); p3_UI_Info = p3uiCopy.GetComponent <UIMaster>(); yield return(new WaitForSeconds(0.05f)); //CanvasGroup p3CanvasGroup = p3_UI_Info.GetComponentInChildren <CanvasGroup>(); //P3 //UI references //Health //player3HealthScript.healthBar = p3_UI_Info.healthBar; player3HealthScript.healthNum = p3_UI_Info.healthNum; //Shields player3HealthScript.overchargeBar = p3_UI_Info.shieldsBar; //SpeedBuff player3HealthScript.speedBar = p3_UI_Info.speedBar; //to Color //player3SpriteManager.healthBar = p3_UI_Info.healthBar; player3SpriteManager.playerNum = p3_UI_Info.playerNum; player3SpriteManager.healthText = p3_UI_Info.healthNum; player3SpriteManager.abilityMeter = p3_UI_Info.abilityMeter; player3SpriteManager.glow = p3_UI_Info.glow; player3SpriteManager.uiSpinner = p3_UI_Info.playerSpinner; player3SpriteManager.SpriteSet(); //AbilityMeter Tracking player3AbilityScript.uiAbilityMeter = p3_UI_Info.abilityMeter; //yield return new WaitForSeconds(0.05f); p3CanvasGroup.alpha = 0; }