Fixed a few more sync issues, particularly involving resets.
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@@ -33,12 +33,6 @@ public class GameManagerRound2 : GameManagerBase
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{
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_StageIndex = 0;
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LocationBoardReset();
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// Make sure we have the correct interface up after the last function.
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HostCardBetweenRoundsInterface Interface =
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(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
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base.InitialiseGameMode();
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}
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@@ -78,6 +72,12 @@ public class GameManagerRound2 : GameManagerBase
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_LocationBoard.RandomiseMaterials();
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_LocationBoard.RandomiseLocations();
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LocationBoardReset();
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// Make sure we have the correct interface up after the last function.
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HostCardBetweenRoundsInterface Interface =
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(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
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_LocationBoard.RequestSerialization();
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}
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else
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@@ -3,8 +3,6 @@ using UdonSharp;
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using UnityEngine;
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using VRC.SDK3.Data;
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using VRC.SDK3.UdonNetworkCalling;
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using VRC.SDKBase;
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using VRC.Udon.Common;
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using VRC.Udon.Common.Interfaces;
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@@ -62,8 +60,13 @@ public class GameManagerRound3 : GameManagerBase
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_FailureCounter = 0;
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_Timer = TIMER_LENGTH;
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// We'll need to reset the markers here, too.
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for (int i = 0; i < _Markers.Length; i++)
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{
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_Markers[i].Initialise();
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}
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_Markers[0].SetPickupable(true);
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GetCurrentMap().RandomiseCountries();
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RequestSerialization();
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base.InitialiseGameMode();
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@@ -78,8 +81,6 @@ public class GameManagerRound3 : GameManagerBase
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{
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CurrentlyActiveMap = (ContinentMap)(int)_ContinentData["Continent"].Number;
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RequestSerialization();
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SendCustomEventDelayedSeconds(nameof(GenerateRandomMapLocations), 1.0f);
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}
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else
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{
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@@ -88,11 +89,6 @@ public class GameManagerRound3 : GameManagerBase
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EnableInteraction("Display Briefing");
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}
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public void GenerateRandomMapLocations()
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{
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FloorMap Map = GetCurrentMap();
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Map.RandomiseCountries();
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}
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private void ActivateMap()
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{
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@@ -101,14 +97,14 @@ public class GameManagerRound3 : GameManagerBase
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FloorMap Map = _Maps[i];
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if (Map != null)
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{
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Map.gameObject.SetActive(false);
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Map.Activate = false;
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}
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}
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FloorMap CurrentMap = _Maps[(int)CurrentlyActiveMap];
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if (CurrentMap != null)
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{
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CurrentMap.gameObject.SetActive(true);
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CurrentMap.Activate = true;
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}
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}
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