void Start() { //Sets the choice made to false so the players can pick their choices choiceOneMade = false; choiceTwoMade = false; //Allows the combat manager to access the neccessary scripts for the first player playerOneShield = playerOneAsset.GetComponent <shieldGenerator>(); playerOneAttack = playerOneAsset.GetComponent <fireBullet>(); playerOneHeal = playerOneAsset.GetComponent <healing>(); playerOneHealth = playerOneAsset.GetComponent <health>(); //Allows the combat manager to access the neccessary scripts for the second player playerTwoShield = playerTwoAsset.GetComponent <shieldGenerator>(); playerTwoAttack = playerTwoAsset.GetComponent <fireBullet>(); playerTwoHeal = playerTwoAsset.GetComponent <healing>(); playerTwoHealth = playerTwoAsset.GetComponent <health>(); moveOne = ""; moveTwo = ""; playerOnePowerSet = false; playerTwoPowerSet = false; playerOnePowerValue = 1f; playerTwoPowerValue = 1f; hintPanel.SetActive(true); chargeHint.SetActive(false); moveHint.SetActive(false); continueHint.SetActive(false); specialHintOne.SetActive(false); specialHintTwo.SetActive(false); playerOneSpecialBar.value = 0; playerTwoSpecialBar.value = 0; }
// Use this for initialization void Start() { turnNo = 0; choiceOneMade = false; choiceTwoMade = false; playerOneAttack = playerOneAsset.GetComponent <fireBullet>(); playerTwoAttack = playerTwoAsset.GetComponent <fireBullet>(); }