void Awake()
    {
        if (instance == null && instance != this)
        {
            instance = this;
        }
        else
        {
            Destroy(this.gameObject);
        }

        photonManager = GetComponent <PhotonNetworkManagerCs>();
        spawnSystem   = GetComponent <SpawnSystemCs>();
    }
    public void OnAwake()
    {
        photonManager = this.gameObject.GetComponent <PhotonNetworkManagerCs>();

        if (isLocalMultiplayer == true)
        {
            photonManager.enabled = false;
            GameObject[] go = new GameObject[2];
            go [0] = Instantiate(playerPrefabs[0], spawnPos[0].transform.position, Quaternion.Euler(0, 0, 90));
            go[0].GetComponent <PhotonView>().OnDestroy();
            go[0].GetComponent <PlayerNetworkCs>().enabled     = false;
            go[0].GetComponent <PhotonTransformView>().enabled = false;
            go[1] = Instantiate(playerPrefabs[1], spawnPos[1].transform.position, Quaternion.Euler(0, 0, -90));
            go[1].GetComponent <PhotonView>().OnDestroy();
            go[1].GetComponent <PlayerNetworkCs>().enabled     = false;
            go[1].GetComponent <PhotonTransformView>().enabled = false;
        }
        else if (isSinglePlayer == true)
        {
            photonManager.enabled = false;
            GameObject go;
            go = Instantiate(playerPrefabs[1], spawnPos[0].transform.position, Quaternion.Euler(0, 0, 90));
            go.GetComponent <PhotonView>().OnDestroy();
            go.GetComponent <PlayerNetworkCs>().enabled     = false;
            go.GetComponent <PhotonTransformView>().enabled = false;
            player1 = go.gameObject;
            stuffToDisable[0].gameObject.SetActive(false);
            stuffToDisable[1].gameObject.SetActive(false);
            stuffToDisable[2].gameObject.SetActive(false);
            stuffToDisable[4].gameObject.SetActive(false);
            stuffToDisable[5].gameObject.SetActive(false);
            stuffToDisable[6].gameObject.SetActive(false);
            stuffToDisable[7].gameObject.SetActive(false);

            /*#if UNITY_ANDROID || UNITY_EDITOR
             * //   {
             *  //myCanvas[5]].gameObject.SetActive(true);
             * //  }
             * //#endif*/
        }
        else if (isMultiPlayer)
        {
            stuffToDisable[8].gameObject.SetActive(false);
            //pause button
            stuffToDisable[9].gameObject.SetActive(false);
        }
    }
 // Use this for initialization
 void Start()
 {
     gm            = GetComponent <GameManager>();
     pm            = GetComponent <PhotonNetworkManagerCs>();
     maxEnemyCount = 10;
 }