// Use this for initialization
void Start()
{
Canvas.SetActive(true);
// isntantiate managers
CharactersManager = new CharacterManager();
_cameraManager = new CameraManager(CameraPrefab);
_uiManager = new UIManager();
UIManager.CloseAllPanels();
// instantiate prefab , create Player and add to the character manager
CharactersManager.Characters.Add(new CharacterPlayerPerson(CharactersManager, Instantiate(PlayerPrefab, PlayerStartPosition.transform.position, PlayerStartPosition.transform.rotation), 20, 5));
// instantiate prefab , create Dog and add to the character manager
CharactersManager.Characters.Add(new CharacterPlayerDog(CharactersManager, Instantiate(DogPrefab, DogStartPosition.transform.position, DogStartPosition.transform.rotation), 20, 5));
// set default character
CharactersManager.SetSelecterCharacter(CharactersManager.Characters[0]);
CameraManager.ChangeCamera(CharactersManager.SelectedCharacter);
// isntantiate Enemy flowers
foreach (Transform child in EnemyFlowerRoot.transform)
{
CharactersManager.Enemies.Add(new CharacterEnemyFlower(CharactersManager, Instantiate(EnemyFlowerPrefab, child.transform.position, child.transform.rotation), 20));
}
// Fill the Inventory with availible weapons
Inventory.Weapon.Add(new Sword("Sword"));
Inventory.Weapon.Add(new Axe("Axe"));
Inventory.Weapon.Add(new Spear("Spear"));
// set default item
Inventory.SetSelectdWeapon("Sword");
Inventory.Armor.Add(new Leather("Leather"));
Inventory.Armor.Add(new Mail("Mail"));
Inventory.Armor.Add(new Robe("Robe"));
Inventory.SetSelectdArmore("Leather");
// calls tart functions
CharactersManager.Start();
}