mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-13 04:45:15 -05:00
Fixed Lobby Text Not Updating After First Round
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@@ -21,6 +21,8 @@ public class LobbyUI : NetworkBehaviour {
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private NetworkList<LobbyPlayerState> lobbyPlayers = new NetworkList<LobbyPlayerState>();
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private NetworkVariable<String> hostIpAddress = new NetworkVariable<String>();
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private string LobbyStatusText = "";
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public override void NetworkStart()
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{
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// Unlock the player cursor if they get sent back here after a match
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@@ -45,6 +47,8 @@ public class LobbyUI : NetworkBehaviour {
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// Get/Set the ip of the host
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StartCoroutine(GetIPAddress());
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UpdateLobbyStateText();
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}
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// Reset the variables for IsReady and IsKing
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@@ -70,6 +74,11 @@ public class LobbyUI : NetworkBehaviour {
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}
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}
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void Start() {
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ToggleReadyServerRpc();
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ToggleReadyServerRpc();
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}
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private void OnDestroy()
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{
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lobbyPlayers.OnListChanged -= HandleLobbyPlayersStateChanged;
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@@ -261,13 +270,18 @@ public class LobbyUI : NetworkBehaviour {
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}
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}
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UpdateLobbyStateText();
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if (IsServer) {
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UpdateLobbyStateText();
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}
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}
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private void UpdateLobbyStateText() {
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if (lobbyPlayers.Count != 3) {
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lobbyStateText.text = "Need 3 Players to Begin!";
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LobbyStatusText = "Need 3 Players to Begin!";
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if (IsServer) {
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UpdateLobbyStateTextServerRPC(LobbyStatusText);
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}
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return;
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}
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@@ -286,15 +300,33 @@ public class LobbyUI : NetworkBehaviour {
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// Verify counts
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if (runnerCount != 2 || kingCount != 1) {
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lobbyStateText.text = "Need 2 Runners and 1 King!";
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LobbyStatusText = "Need 2 Runners and 1 King!";
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if (IsServer) {
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UpdateLobbyStateTextServerRPC(LobbyStatusText);
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}
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return;
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}
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lobbyStateText.text = "All Players Ready!";
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LobbyStatusText = "All Players Ready!";
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}
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else {
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lobbyStateText.text = "All Players Need to Ready Up!";
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LobbyStatusText = "All Players Need to Ready Up!";
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}
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if (IsServer) {
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UpdateLobbyStateTextServerRPC(LobbyStatusText);
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void UpdateLobbyStateTextServerRPC(string stateText) {
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LobbyStatusText = stateText;
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UpdateLobbyStateTextClientRPC(stateText);
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}
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[ClientRpc]
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private void UpdateLobbyStateTextClientRPC(string stateText) {
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LobbyStatusText = stateText;
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}
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//Taken from Goodgulf
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@@ -322,5 +354,6 @@ public class LobbyUI : NetworkBehaviour {
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void Update() {
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hostIpAddressText.text = hostIpAddress.Value;
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lobbyStateText.text = LobbyStatusText;
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}
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}
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@@ -11,21 +11,15 @@ public class PostGameUI : NetworkBehaviour {
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[SerializeField] private int ReturnToLobbyTimer;
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[SerializeField] private TMP_Text HeaderText;
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private string TEXT;
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void Start() {
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ReturnToLobbyText.text = "Returning to the lobby in " + ReturnToLobbyTimer + " seconds...";
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StartCoroutine(BeginCountdown());
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//todo: do logic to determine and update who won the round
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UpdateWinnerTextServerRPC();
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}
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void Update() {
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HeaderText.text = TEXT;
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}
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[ServerRpc]
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[ServerRpc(RequireOwnership = false)]
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private void UpdateWinnerTextServerRPC() {
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List<string> playerFinishedNames = new List<string>();
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string kingName = "";
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@@ -65,7 +59,7 @@ public class PostGameUI : NetworkBehaviour {
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[ClientRpc]
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private void UpdateWinnerTextClientRPC(string winnerText) {
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TEXT = winnerText;
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HeaderText.text = winnerText;
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}
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IEnumerator BeginCountdown() {
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