mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-20 17:37:08 -05:00
Postgame updates
Added models to post game scene
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File diff suppressed because it is too large
Load Diff
@@ -10,7 +10,7 @@ public class Bumper : MonoBehaviour {
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void OnTriggerEnter(Collider objectHit) {
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if (objectHit.gameObject.tag == "ArcherTarget") {//Checks if the other object is the player
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Debug.Log("Bump");
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//Debug.Log("Bump");
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MoveStateManager playerMovement = objectHit.GetComponent<MoveStateManager>();
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Vector3 dirBump = objectHit.transform.position - transform.position;
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@@ -41,28 +41,39 @@ public class PostGameUI : NetworkBehaviour {
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}
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}
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}
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bool[] active = { false, false, false };
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if (winnerCount > 0) {
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// Runners win
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switch (winnerCount) {
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case 1:
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winText = "And the winner is the Runner " + playerFinishedNames[0] + "!";
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active[1] = true;
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player1.SetActive(active[1]);
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break;
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case 2:
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winText = "And the winners are the Runners " + playerFinishedNames[0] + " and " + playerFinishedNames[1] + "!";
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active[1] = true;
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active[2] = true;
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player1.SetActive(active[1]);
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player2.SetActive(active[2]);
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break;
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}
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} else {
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// King wins
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winText = "And the winner is King " + kingName + "!";
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active[0] = true;
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king.SetActive(active[0]);
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}
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UpdateWinnerTextClientRPC(winText);
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UpdateWinnerTextClientRPC(winText, active);
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}
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[ClientRpc]
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private void UpdateWinnerTextClientRPC(string winnerText) {
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private void UpdateWinnerTextClientRPC(string winnerText, bool[] active) {
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HeaderText.text = winnerText;
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king.SetActive(active[0]);
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player1.SetActive(active[1]);
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player2.SetActive(active[2]);
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}
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IEnumerator BeginCountdown() {
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@@ -6,34 +6,34 @@ EditorUserSettings:
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serializedVersion: 4
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vcSharedLogLevel:
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value: 0d5e400f0650
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