void Start() { PlayerConfigurations.BaseSetup(); playerPanels = new List <PlayerInputPanel>(); for (int i = 0; i < 2; i++) { GameObject panelObject = Instantiate(playerPanelPrefab, panelGroupAnchor); panelObject.SetActive(true); PlayerInputPanel pip = panelObject.GetComponent <PlayerInputPanel>(); if (pip) { pip.SetLabel(i); if (i == 0) { pip.SetSelectedState(); } else { pip.SetDeselectedState(); } playerPanels.Add(pip); } } playerPanelPrefab.SetActive(false); }
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()); } }