// Use this for initialization void Start() { timerText = timerObj.GetComponent <Text>(); scoreText = scoreObj.GetComponent <Text>(); scoreText.text = totalScore.ToString(); recGen = GetComponent <RecipeGenerator>(); //Get a reference to the network manager netMan = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <RoboNetManager>(); if (isServer) { //Generate a recipe recGen.GenerateRecipe(); //Spawn the players List <GameObject> matchPlayers = new List <GameObject>(); //Create a temp list of all the players in the current match foreach (GameObject g in netMan.playerManagers) { g.GetComponent <PlayerManager>().InitCamGimbal(); foreach (GameObject p in g.GetComponent <PlayerManager>().playerObjs) { matchPlayers.Add(p); } } //See if there are any spawn points. If not, we won't take over spawning if (spawnPoints.Count == 0) { return; } //Temp count for spawning players int tempCount = 0; //Spawn the players for (int i = 0; i < matchPlayers.Count; i++) { if (i > spawnPoints.Count) { tempCount += matchPlayers.Count; } matchPlayers[i].GetComponent <ActionHandler>().MovePlayer(spawnPoints[i - tempCount].transform.position); } } }
public List <Image> resultSpritesScoreScreen; // The list of our resultSprites on the score screen // TODO need a list of all the stars in the score screen so we can set them to active // Start is called before the first frame update void Start() { RG = GameObject.FindGameObjectWithTag("RecipeGenerator").GetComponent <RecipeGenerator>(); //chefsRecipeList = new List<Text>(); //apprenticeIngredientList = new List<Text>(); }