QuickPatch

This commit is contained in:
BOT Alex 2024-02-27 20:29:37 +01:00
parent 801dcd3d66
commit a2fcdb9d07
5 changed files with 25 additions and 9 deletions

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0400e5e5779425c40ba3164b1e0b5b59
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -69,7 +69,10 @@ public class BloodComputeShader : MonoBehaviour
return;
}
Instance = this;
GameManager.OnPlayersReady += OnPlayersReady;
}
void Start()
{
ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
@ -130,6 +133,12 @@ public class BloodComputeShader : MonoBehaviour
freeBloodReadRequest = AsyncGPUReadback.Request(freeParticleBuffer);
}
void OnPlayersReady(GameObject[] players)
{
mop1 = players[0].GetComponent<Mop>();
mop2 = players[1].GetComponent<Mop>();
}
// Update is called once per frame
void Update()
{

View File

@ -2,7 +2,8 @@
"name": "Project.Scripts.Blood",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f"
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:c0e1b40f519e6e84b8f4af9930403ecb"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@ -1,13 +1,7 @@
{
"name": "Project.Scripts.Manager",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:0ba5c175a7b2c8345a4e996560a9d0ab",
"GUID:2ea4a18a75f268848b43865100892489",
"GUID:055e16077a1232f4780a04598b3bfe00",
"GUID:1031dfc67c8f1a645b71d679ac3bf7db"
],
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,

View File

@ -9,6 +9,7 @@ using TMPro;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class SteamManager : ZNetworkData
@ -90,7 +91,11 @@ public class SteamManager : ZNetworkData
{
if (!NetworkManager.Singleton.IsHost) return;
NetworkManager.Singleton.SceneManager.LoadScene("Multiplayer", UnityEngine.SceneManagement.LoadSceneMode.Single);
// Gets next scene name
int nextSceneIndex = SceneManager.GetActiveScene().buildIndex + 1;
string nextSceneName = SceneUtility.GetScenePathByBuildIndex(nextSceneIndex);
NetworkManager.Singleton.SceneManager.LoadScene(nextSceneName, UnityEngine.SceneManagement.LoadSceneMode.Single);
}
private void UpdateUI()