TurnOrder.Start C# (CSharp) Method

Start() private method

private Start ( ) : void
return void
    void Start()
    {
        instance = this;
        if (GameType.getGameType() != "Survival")
         		{
         			player1 = new Player(1, player1Color, GameValues.intValues["baseResources"]);
         			player2 = new Player(2, player2Color, GameValues.intValues["baseResources"]);
         		}
         		else
         		{
         			player1 = new Player(1, player1Color, GameValues.intValues["baseResources"] * 9);
         			player2 = new Player(2, player2Color, GameValues.intValues["baseResources"] * 9);
         		}
        if(Network.isServer || GameType.getGameType() == "Local") {
            myPlayer = player1;
            otherPlayer = player2;
            playerText.guiSkin = player1Box;
            playerText.text = "Player 1";
        } else {
            myPlayer = player2;
            otherPlayer = player1;
            playerText.guiSkin = player2Box;
            playerText.text = "Player 2";
        }
        turnNum = 0;
        actionNum = 0;

        ceasefire = 2;
        Faction[] factions = new Faction[3] { new Totem(), new Cowboys(), new Area51() };
        if (player1Bases.Length == 0)
        {
            Debug.Log ("Error! There are 0 Player Bases assigned.");
        }
        for(int i=0; i<player1Bases.Length; i++) {
            player1Bases[i].SetTowerNumber(i);
            player1Bases[i].SetPlayerNumber(1);
            player1.AddTower(player1Bases[i], factions[i], i);
        }
        for(int i=0; i<player2Bases.Length; i++) {
            player2Bases[i].SetTowerNumber(i);
            player2Bases[i].SetPlayerNumber(2);
            player2.AddTower(player2Bases[i], factions[i], i);
        }
        CombatLog.addLineNoPlayer("Ceasefire ends in " + (ceasefire - turnNum) + " turns.");

        //Check for victory (Will prohibit building on not alive Towers
        checksVictory = true;
        TowerSelection.LocalSelectSection(myPlayer.GetTower(1), -1);
    }