// Use this for initialization void Start() { units = new List <UnitStats> (); friendlyUnits = new List <UnitStats>(); enemyUnits = new List <UnitStats>(); ui = GameObject.Find("BattleControllers").GetComponent <BattleUIController>(); party = GameObject.Find("PlayerParty").GetComponent <PartyController>(); enemyEncounterObject = Instantiate(SceneMgmt.toFight); enemyEncounterObject.transform.SetParent(GameObject.Find("BattleHolder").transform); enemies = enemyEncounterObject.GetComponent <EnemyPartyController>(); ui.SetPartyAndEnemies(party, enemies); arenaPrefab = Instantiate(SceneMgmt.arena); arenaPrefab.transform.SetParent(GameObject.Find("BattleHolder").transform); int members = 0; for (int i = 0; i < party.playerParty.Length; i++) { if (party.playerParty[i] != null && members < 4 && party.playerParty[i].GetComponent <UnitStats>().available) { UnitStats member = party.playerParty[i].GetComponent <UnitStats>(); if (!member.IsDead()) { units.Add(member); } friendlyUnits.Add(member); members++; ui.CreatePartyButton(i, members); } } for (int i = 0; i < enemies.enemyParty.Length; i++) { if (enemies.enemyParty[i] != null && i < 4) { UnitStats enemy = enemies.enemyParty[i].GetComponent <UnitStats>(); units.Add(enemy); enemyUnits.Add(enemy); ui.CreateEnemyButton(i); } } StartCoroutine(WaitAndThenSort()); }