Added the rest of the characters

This commit is contained in:
Hazim Bin Ijaz 2025-09-27 01:07:05 +05:00
parent 7ca5e9bfdc
commit 10a11d5eab
97 changed files with 13651 additions and 1075 deletions

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@ -50,7 +50,7 @@ namespace Fusion {
public SceneRef InitialScene;
public int ClientCount;
public bool IsShared;
public int playerIndex;
public override void Execute() {
Instance = this;
}
@ -652,7 +652,7 @@ namespace Fusion {
if (scene.IsValid) {
sceneInfo.AddSceneRef(scene, LoadSceneMode.Additive);
}
byte selectedIndex = (byte)MyGameManager.Instance.playerIndex;
return runner.StartGame(new StartGameArgs {
GameMode = gameMode,
Address = address,
@ -662,6 +662,7 @@ namespace Fusion {
SceneManager = sceneManager,
Updater = updater,
ObjectProvider = objectProvider,
ConnectionToken = new byte[]{ selectedIndex}
});
}

View File

@ -0,0 +1,28 @@
using System;
using UnityEngine;
public class MyGameManager : MonoBehaviour
{
public static MyGameManager Instance = null;
public GameObject SelectionPanel;
public int playerIndex = 0;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
}
DontDestroyOnLoad(gameObject);
}
public void SetPlayerIndex(int index)
{
playerIndex = index;
}
}

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@ -1,5 +1,6 @@
using System;
using Fusion.Sockets;
using UnityEngine.Serialization;
namespace Projectiles
{
@ -19,11 +20,13 @@ namespace Projectiles
[SerializeField]
private Gameplay _gameplayPrefab;
[SerializeField]
private Player _playerPrefab;
private List<Player> _playerPrefabs;
private bool _gameplaySpawned;
public int playerIndex = 0;
// INetworkRunnerCallbacks INTERFACE
void INetworkRunnerCallbacks.OnPlayerJoined(NetworkRunner runner, PlayerRef playerRef)
@ -37,7 +40,13 @@ namespace Projectiles
_gameplaySpawned = true;
}
var player = Runner.Spawn(_playerPrefab, inputAuthority: playerRef);
int index = 0;
var token = Runner.GetPlayerConnectionToken(playerRef); // returns byte[]
if (token != null && token.Length > 0)
index = token[0];
MyGameManager.Instance.SelectionPanel.SetActive(false);
var player = Runner.Spawn(_playerPrefabs[index], inputAuthority: playerRef);
Runner.SetPlayerObject(playerRef, player.Object);
}

View File

@ -16,10 +16,6 @@ namespace Projectiles
[SerializeField]
private GameObject _visual;
[SerializeField]
private GameObject _immortalityEffect;
[SerializeField]
private Transform _capTransform;
[SerializeField]
private Rigidbody _flyingCapPrefab;
[SerializeField]
private float _capImpulse = 10f;
@ -52,7 +48,6 @@ namespace Projectiles
public override void Render()
{
_immortalityEffect.SetActive(_agent.Health.IsImmortal);
}
public override void Despawned(NetworkRunner runner, bool hasState)
@ -79,7 +74,6 @@ namespace Projectiles
deathEffect.transform.position = transform.position + Vector3.up;
var flyingCap = Runner.InstantiateInRunnerScene(_flyingCapPrefab);
flyingCap.transform.SetPositionAndRotation(_capTransform.position, _capTransform.rotation);
var direction = (hit.Direction + 2f * Vector3.up).normalized;
flyingCap.AddForceAtPosition(direction * _capImpulse, flyingCap.transform.position - hit.Direction * 0.2f, ForceMode.Impulse);

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