// main logic public override void Init() { base.Init(); // do god mode, if needed) if (!godMode) { MakeVulnerable(); } else { MakeInvulnerable(); } // start out with no control from the player canControl = false; // get a ref to the weapon controller weaponControl = myGO.GetComponent <Standard_SlotWeaponController> (); // if a player manager is not set in the editor, let's try to find one if (myPlayerManager == null) { myPlayerManager = myGO.GetComponent <PlayerManager_Tank> (); } // set up the data for our player myDataManager = myPlayerManager.DataManager_Tank; myDataManager.SetName("Player"); myDataManager.SetHealth(3); myDataManager.SetDetaleHealth(100); myDataManager.SetProtection(0.5f); isFinished = false; // get a ref to the player manager GameController_Tank.Instance.UpdateLivesP1(myDataManager.GetHealth()); GameController_Tank.Instance.UpdateLivesDetaleP1(myDataManager.GetDetaleHealth()); }