float endingTime; //Wait for 1 seconds then end the game // Use this for initialization void Start() { //Rest the latestscore PlayerPrefs, otherwise if the game ends without any player //killing any of the enemies, then the score displayed at the end would be the one //from the player last game PlayerPrefs.SetInt("LatestScore", 0); //We want to wait for both players to connect before spawning enemy enemyManagerPlayer1.SetActive(false); enemyManagerPlayer2.SetActive(false); //The image blocks our view when editing the game, so its only activated when the game start GameObject.FindGameObjectWithTag("Skill1").GetComponent <Image> ().enabled = true; //Get the network manager netManager = GameObject.FindGameObjectWithTag("NetManager").GetComponent <NetworkManager> (); counter = 0; gameEnding = false; gameStart = false; endingTime = 0; scoreText = GameObject.FindGameObjectWithTag("ScoreText"); scoreManager = scoreText.GetComponent <ScoreManagerMult> (); }
ScoreManagerMult scoreManager; //Reference to the GUI text that display the score // Use this for initialization void Start() { score = 0; scoreText = GameObject.FindGameObjectWithTag("ScoreText"); scoreManager = scoreText.GetComponent <ScoreManagerMult> (); //Assign the local player to the scoreManager so it can display the correct //score. if (isLocalPlayer) { scoreManager.player = gameObject; } }