- Added position markers for host and players during each round.
- Current player list updated to podium owners when round 1 is loaded. - Rewrote video player code to hopefully load videos more reliably on restarts. - Round 3 timer should no longer continue running when a new round is loaded. - Overlays from round 3 now properly disable when a new round is loaded. - Fixed cameras erroneously resetting to round 3 positions on new game start.
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@@ -217,10 +217,10 @@ public class CameraAnchor : UdonSharpBehaviour
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{
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_AttachedCamera = NewCamera;
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_AttachedCamera.gameObject.SetActive(true);
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_AttachedCamera.transform.parent = CameraRoot;
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_AttachedCamera.fieldOfView = FOV;
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_AttachedCamera.nearClipPlane = NearClippingPlane;
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_AttachedCamera.farClipPlane = FarClippingPlane;
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_AttachedCamera.transform.parent = CameraRoot;
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_AttachedCamera.GetComponent<LightSync>().TeleportToLocalSpace(Vector3.zero, Quaternion.identity, true);
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}
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}
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@@ -46,16 +46,13 @@ public class CameraControllerRound3 : CameraControllerBase
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DisableAllSwitchers();
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DisableAllTriggers();
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HostStartingCameraAnchor.AttachCamera(PlayerCamera);
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PlayerStartingCameraAnchor.AttachCamera(HostCamera);
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PlayerCameraAnchorSequence[0].AttachCamera(PlayerCamera);
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HostCameraAnchorSequence[0].AttachCamera(HostCamera);
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OverheadCameraAnchor.AttachCamera(OverheadCamera);
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FrontCameraAnchor.AttachCamera(FrontCamera);
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NewspaperCameraAnchor.AttachCamera(PrimaryFocusCamera);
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VideoPlayerCameraAnchor.AttachCamera(VideoPlayerCamera);
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HostCameraAnchorSequence[0].AttachCamera(HostCamera);
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PlayerCameraAnchorSequence[0].AttachCamera(PlayerCamera);
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ActivatePlayfieldSwitchTriggerGroup = false;
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PlayIFeelGood(false);
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