void GameSetup() { gameObj.SetActive(true); team1Color = colorOptions[characterSelect.teamColorIndices[0]]; team2Color = colorOptions[characterSelect.teamColorIndices[1]]; ScoreManager sm = ScoreManager.instance; sm.team1TimeText.ToList().ForEach(text => text.color = team1Color); sm.team2TimeText.ToList().ForEach(text => text.color = team2Color); sm.ResetScore(); sm.ResetTimer(); int timerColor = characterSelect.teamColorIndices[0] + characterSelect.teamColorIndices[1]; // This is a hack lol if (characterSelect.teamColorIndices[0] > 2 && characterSelect.teamColorIndices[1] > 2) { timerColor += 6; } else if (characterSelect.teamColorIndices[0] > 1 && characterSelect.teamColorIndices[1] > 1) { timerColor += 5; } else if (characterSelect.teamColorIndices[0] > 0 && characterSelect.teamColorIndices[1] > 0) { timerColor += 3; } sm.SetTimerColor(complimentaryColors[timerColor - 1]); DestroyAllBalls(); if (characterSelect.GetPlayerInfos().Length > 4) { WadeUtils.Instantiate(ballPrefab, Vector3.zero + Vector3.up * multiBallSpawnOffset, Quaternion.identity); WadeUtils.Instantiate(ballPrefab, Vector3.zero - Vector3.up * multiBallSpawnOffset, Quaternion.identity); } else { WadeUtils.Instantiate(ballPrefab); } SpawnPlayers(); // Spawn players // Fade in game music }