I'm soo close to online multiplayer. I can almost taste it!
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@ -127,6 +127,8 @@ public class BloodComputeShader : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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if (mop1 == null || mop2 == null) return;
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bloodCompute.SetFloat("deltaTime", Time.deltaTime);
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bloodCompute.SetInt("numParticles", numParticles);
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bloodCompute.SetFloat("size", size);
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@ -23,8 +23,6 @@ public class AudioManager : MonoBehaviour
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{
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Destroy(this);
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}
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DontDestroyOnLoad(gameObject);
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}
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private void OnDisable()
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@ -33,7 +33,7 @@ public class RumbleManager : MonoBehaviour
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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//DontDestroyOnLoad(gameObject);
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for (int i = 0; i < Gamepad.all.Count; i++)
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{
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playerRumbles[i] = new List<RumbleEffect>(); // Initialize list for each connected controller
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{
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[SerializeField] private GameObject PlayerPrefab;
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private void Start()
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private void Awake()
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{
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if (NetworkManager.Singleton == null || NetworkManager.Singleton.SceneManager == null) return;
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DontDestroyOnLoad(this);
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneLoaded;
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}
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private void SceneLoaded(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut)
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{
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if (!sceneName.ToLower().Contains("game")) return;
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneLoaded; // Only run once
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StartSetupProcedure(clientsCompleted);
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}
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players = SpawnPlayers(playerIds);
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else
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players = GetPlayers(playerIds);
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InitRope(players);
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InitUpgrader(players);
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InitBlood(players);
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}
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private GameObject[] GetPlayers(List<ulong> playerIds)
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ropeSim.BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
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}
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private void InitUpgrader(GameObject[] players)
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{
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Upgrader upgradeSystem = Upgrader.instance;
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upgradeSystem.player1 = players[0];
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upgradeSystem.player2 = players[1];
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}
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private void InitBlood(GameObject[] players)
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{
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BloodComputeShader bloodScript = BloodComputeShader.Instance;
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bloodScript.mop1 = players[0].GetComponent<Mop>();
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bloodScript.mop2 = players[1].GetComponent<Mop>();
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}
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}
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"GUID:1491147abca9d7d4bb7105af628b223e",
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"GUID:75469ad4d38634e559750d17036d5f7c",
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"GUID:dfa0fc7c5444edd619a15e6f8c8f242a",
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"GUID:42d1898a72cfe6848ae89835fb20acd2"
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||||
"GUID:42d1898a72cfe6848ae89835fb20acd2",
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"GUID:ff1c299121c93f34ca827a253fc30a61",
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"GUID:1eb4e3e6c04cdc848bab71651b1e2ecd"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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[RequireComponent(typeof(PlayerInput))]
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public class PlayerMovement : MonoBehaviour
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{
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public PlayerAnimationHandler animationHandler;
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public float moveSpeed = 5f;
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private Rigidbody2D rb;
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private void Update()
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{
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if (playerInput.movement != Vector2.zero)
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animationHandler.Run(true);
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else
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animationHandler.Run(false);
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//if (playerInput.movement != Vector2.zero)
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// animationHandler.Run(true);
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//else
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// animationHandler.Run(false);
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}
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private void FixedUpdate()
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@ -63,6 +63,20 @@ public class Upgrader : MonoBehaviour
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public Image BloodMeter;
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public TMPro.TextMeshProUGUI description;
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public static Upgrader instance;
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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else
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{
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Destroy(this);
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}
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}
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// Start is called before the first frame update
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void Start()
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{
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