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);
}