mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2026-07-31 07:29:02 +02:00
fixed github bug
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@@ -12,20 +12,11 @@ using UnityEngine;
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public class GameMaster : MonoBehaviour
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{
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[Header("GameMaster")]
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<<<<<<< Updated upstream
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[SerializeField] private List<Player> Players = new List<Player>();
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private void Start()
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{
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}
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=======
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[SerializeField] private List<Player> Players = new List<Player>();
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[SerializeField] private int countOfRounds = 10;
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public GameObject localPlayer;
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>>>>>>> Stashed changes
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.H))
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@@ -41,13 +32,4 @@ public class GameMaster : MonoBehaviour
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Cursor.visible = false;
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}
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}
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<<<<<<< Updated upstream
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=======
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>>>>>>> Stashed changes
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}
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@@ -5,9 +5,14 @@ public class JoinLeaveManager : MonoBehaviour
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{
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private NetworkManager networkManager;
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public void Join(string ip, string username)
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private void Start()
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{
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networkManager = GetComponent<NetworkManager>();
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}
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public void Join(string ip, string username)
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{
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Debug.Log("[JoinLeaveManager] Trying to join server: " + ip + " as " + username);
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@@ -15,4 +20,9 @@ public class JoinLeaveManager : MonoBehaviour
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networkManager.networkAddress = ip;
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Debug.Log("[JoinLeaveManager] " + username + " joined the server: " + ip);
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}
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public void Host()
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{
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networkManager.StartHost();
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}
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}
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@@ -11,6 +11,6 @@ public class HostBtnScript : MonoBehaviour
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public void HostServer()
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{
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NetworkClient.ConnectHost();
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GameObject.Find("GameManager").GetComponent<JoinLeaveManager>().Host();
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}
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}
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@@ -7,26 +7,19 @@ public class JoinBtnScript : MonoBehaviour
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{
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[SerializeField] private TMP_InputField inputIp;
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[SerializeField] private TMP_InputField inputUsername;
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<<<<<<< Updated upstream
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=======
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private JoinLeaveManager joinLeaveManager;
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>>>>>>> Stashed changes
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private void Start()
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{
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gameObject.GetComponent<Button>().onClick.AddListener(JoinServer);
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<<<<<<< Updated upstream
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=======
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joinLeaveManager = GameObject.Find("GameManager").GetComponent<JoinLeaveManager>();
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>>>>>>> Stashed changes
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}
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public void JoinServer()
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{
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<<<<<<< Updated upstream
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NetworkClient.Connect(inputIp.text);
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=======
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joinLeaveManager.Join(inputIp.text, inputUsername.text);
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>>>>>>> Stashed changes
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}
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}
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