Progress on gmae setup script
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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@ -9,8 +10,6 @@ public class NetworkedGameSetup : NetworkBehaviour
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{
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{
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[SerializeField] private GameObject PlayerPrefab;
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[SerializeField] private GameObject PlayerPrefab;
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private RopeSimulator RopeSim;
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private void Start()
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private void Start()
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{
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{
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DontDestroyOnLoad(this);
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DontDestroyOnLoad(this);
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@ -19,26 +18,54 @@ public class NetworkedGameSetup : NetworkBehaviour
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private void SceneLoaded(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut)
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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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{
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneLoaded; // Only run once
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StartSetupProcedure(clientsCompleted);
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StartSetupProcedure(clientsCompleted);
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}
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}
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private void StartSetupProcedure(List<ulong> playerIds)
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private void StartSetupProcedure(List<ulong> playerIds)
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{
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{
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SpawnPlayers(playerIds);
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GameObject[] players;
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if (IsHost || IsServer)
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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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}
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}
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private void SpawnPlayers(List<ulong> playerIds)
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private GameObject[] GetPlayers(List<ulong> playerIds)
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{
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{
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneLoaded;
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GameObject[] players = new GameObject[playerIds.Count];
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// Assuming only 2 palyers
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for (int i = 0; i < playerIds.Count; i++)
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if (IsHost)
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{
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{
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for (int i = 0; i < playerIds.Count; i++)
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ulong playerId = playerIds[i];
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{
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players[i] = NetworkManager.SpawnManager.SpawnedObjects[playerId].gameObject;
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GameObject player = Instantiate(PlayerPrefab, Vector2.up * 3, Quaternion.identity);
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player.GetComponent<NetworkObject>().SpawnAsPlayerObject(playerIds[i], true);
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}
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}
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}
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return players;
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}
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}
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private GameObject[] SpawnPlayers(List<ulong> playerIds)
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{
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GameObject[] players = new GameObject[playerIds.Count];
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for (int i = 0; i < playerIds.Count; i++)
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{
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GameObject player = Instantiate(PlayerPrefab, Vector2.up * 3, Quaternion.identity);
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player.GetComponent<NetworkObject>().SpawnAsPlayerObject(playerIds[i], true);
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players[i] = player;
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}
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return players;
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}
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private void InitRope(GameObject[] players)
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{
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RopeSimulator ropeSim = GetComponentInChildren<RopeSimulator>();
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//// Assuming 2 players
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//ropeSim.start = new RopeJoint(players[0].transform.position, true);
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//ropeSim.start = players[1];
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}
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}
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}
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@ -16,7 +16,7 @@ public class RopeSimulator : MonoBehaviour
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private bool constrainStickMinLength;
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private bool constrainStickMinLength;
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[SerializeField]
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[SerializeField]
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RopeJoint start, end;
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public RopeJoint start, end;
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[SerializeField]
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[SerializeField]
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float subDivision = 50f;
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float subDivision = 50f;
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