public override void PlayerComponent_Start() { if (isLocalPlayer && !myBase.myInput.isBot()) { // Don't want enemy GUIs on top of ours GameObject instancedHudPrefab = GameObject.Instantiate(hudPrefab, myBase.myMovement.cameraRotator); gameHud = instancedHudPrefab.GetComponent <GameHudController>(); healthBar = gameHud.healthBar; magicBar = gameHud.magicBar; myBase.myStats.hitAnimator = gameHud.hitMarker; spectatorUIController = GameObject.FindObjectOfType <SpectatorUIController>(); spectatorUIController.AssignOwner(this.gameObject, UnPauseGameWithoutUI, myBase.myNetworking.playerCameras[0]); foreach (Image i in gameHud.teamColoredImages) { i.color = myBase.myStats.teamColor; } // Ability icon spawning for (int i = 0; i < gameHud.abilityHolder.childCount; i++) { GameObject.Destroy(gameHud.abilityHolder.GetChild(i).gameObject); } abilityIcons = new AbilityIcon[myBase.myAbilities.Length]; int abilityIndex = 0; foreach (PlayerAbility ability in myBase.myAbilities) { AbilityIcon icon = GameObject.Instantiate(gameHud.abilityItemPrefab, gameHud.abilityHolder).GetComponent <AbilityIcon>(); foreach (Image i in icon.teamColoredImages) { i.color = myBase.myStats.teamColor; } //print ("ability: " + ability + " icon: " + icon); icon.keyText.text = abilityText [abilityIndex]; if (ability.abilitySprite != null) { icon.abilityIcon.sprite = ability.abilitySprite; icon.backgroundImage.sprite = ability.abilitySprite; } abilityIcons [abilityIndex] = icon; ability.SetIcon(icon); CooldownAbility cooldownAbility; if (ability is CooldownAbility && (cooldownAbility = (CooldownAbility)ability)) { cooldownAbility.SetIcon(icon); } abilityIndex++; } UnPauseGame(); } else { } }
// Use this for initialization void Start() { myRigid = this.GetComponent <Rigidbody>(); uiController = GameObject.FindObjectOfType <SpectatorUIController>(); scoreboardAnimator = GameObject.FindObjectOfType <Scoreboard>().GetComponent <Animator>(); if (isLocalPlayer) { myParticles.Pause(); uiController.AssignOwner(this.gameObject, UnPauseGameWithoutUI, myCamera.GetComponent <Camera>()); shouldBeLocked = uiController.screenIndex == -1; isPaused = !shouldBeLocked; } else { myCamera.SetActive(false); } }