You shouldn't be doing that in Awake(). Awake gets called as soon as the object is loaded. So if your object's Awake gets called before TNet's Awake then you'll run into this issue. Awake should only be used for initializing that specific gameobject (without referencing any other object). Consider using Start() if you need to initialize your object based on another object.
Assuming you're putting this object in the scene before running the game, putting this code in Start won't work either, because Start gets called immediately after the last Awake call, and it's impossible that you'd be able to connect by then.
Try using the OnNetworkConnect(bool result, string message), OnNetworkJoinChannel(bool result, string message), or OnSetHost(bool hosting) events. For the latter, you'll have to subscribe to the event like so:
void Start()
{
TNManager.client.onSetHost += OnSetHost;
}
void OnSetHost(bool hosting)
{
}
Alternatively, you can just delay the creation of the TargetSpawnControl gameobject until TNet has loaded, then TNManager.isHosting should work properly in all cases.