- Added blinds to round 1 window.
- Round 1 window shatter effect now plays at more random pitches. - Added a proper camera switcher for the Chase intro, and adjusted timing. - Added the basic ability for a camera to follow multiple players.
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@@ -894,8 +894,12 @@ public class GameManagerRound1 : GameManagerBase
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private void PlayTheChaseMusic()
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{
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_CameraControllerRound1.DisableAllSwitchers();
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_CameraControllerRound1.SwitchToWideShotCamera();
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_CameraControllerRound1.ActivateTheChaseStartToHostAllPlayersCameraSwitcher();
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HostCardBetweenRoundsInterface Interface =
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(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
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Interface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.TheChase);
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Interface.CommentUI.text = "All of these questions are worth 5 Acme Crimebucks. Hands on your buzzers, watch the monitor, listen carefully. Here we go.";
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SendCustomNetworkEvent(NetworkEventTarget.All, nameof(PlayTheChaseAnimation_Private));
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}
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@@ -910,13 +914,6 @@ public class GameManagerRound1 : GameManagerBase
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{
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_TheChaseAnimator.SetBool("Play The Chase", false);
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_CameraControllerRound1.ActivateHostAllPlayersCameraSwitcher();
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HostCardBetweenRoundsInterface Interface =
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(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
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Interface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.TheChase);
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Interface.CommentUI.text = "All of these questions are worth 5 Acme Crimebucks. Hands on your buzzers, watch the monitor, listen carefully. Here we go.";
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EnableBuzzers();
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EnableInteraction("Here We Go");
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