// Start is called before the first frame update void Start() { inp = GetComponent <InputHandler>(); gm = FindObjectOfType <GameManager>(); st = GetComponent <StatHandler>(); if (isServer) { st.initialize(); if (!gm.registerTeam(netId, out teamIndex)) { Debug.LogError("Registraion error"); } else { //initDeck(); RpcAssignTeam(teamIndex); } } if (!isServer) { alignDir(); } if (isLocalPlayer) { Instantiate(cameraPre, transform); StatHandler.Refresh reUI = FindObjectOfType <ResourceUI>().refresh; st.addRefresh(reUI); inspect = FindObjectOfType <CardInspector>(); UIturn = FindObjectOfType <TurnIndicatorUI>(); abilPanel = FindObjectOfType <UnitAbilityUI>(); findClientDeck(); //Debug.Log("Refresh added"); } }
// Start is called before the first frame update void Start() { //col = GetComponent<Collider>(); st = GetComponent <StatHandler>(); if (isServer) { spawnAbilitites(); } if (isClient) { reUI = refreshUI; st.addRefresh(reUI); teamRotation(); visibility(visType.none, visType.off); //teamColor(); } //Debug.Log("started"); }