- Added markers to show players where to stand during round 2.
- Added a brick material and lined the walls of the alleyway with it. - Added a concrete walkway to the alleyway. - Map dots, map borders, and The Chase title are all now anti-aliased. - Improved the look of the concrete material. - Wood textures no longer use a transparency render queue.
This commit is contained in:
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[SerializeField] private JailChain _JailChain;
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[SerializeField] private JailPhone _JailPhone;
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||||
[SerializeField] private ParticleSystem[] _PlayerConfettiCannons;
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[SerializeField] private PositionMarker[] _PlayerPositionMarkers;
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[SerializeField] private RandomVideoPlayer _JailPlayer;
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@@ -71,6 +72,12 @@ public class GameManagerRound2 : GameManagerBase
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_JailChain.Initialise();
|
||||
_JailPhone.Initialise();
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||||
string[] WinningPlayers = _CaseManager.GetCurrentWinningPlayers();
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for (int i = 0; i < _PlayerPositionMarkers.Length && i < WinningPlayers.Length; i++)
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{
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SendCustomNetworkEvent(NetworkEventTarget.All, nameof(EnableAudienceSilencer), true);
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_CameraControllerRound2.InitialiseCameras();
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@@ -90,6 +97,11 @@ public class GameManagerRound2 : GameManagerBase
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_JailPhone.Activate = false;
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_JailChain.Show = false;
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for (int i = 0; i < _PlayerPositionMarkers.Length; i++)
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{
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_PlayerPositionMarkers[i].ClearPlayer();
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}
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||||
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_CameraControllerRound2.DeinitialiseCameras();
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_CameraControllerRound2.PlayModemZoom(false);
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@@ -0,0 +1,173 @@
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@@ -0,0 +1,39 @@
|
||||
|
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using UdonSharp;
|
||||
using UnityEngine;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon.Common;
|
||||
|
||||
|
||||
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
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public class PositionMarker : UdonSharpBehaviour
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{
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[SerializeField] private GameObject _Marker;
|
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[UdonSynced] private string _PlayerName;
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public override void OnDeserialization(DeserializationResult Result)
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{
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_SetPlayer_Synced();
|
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base.OnDeserialization(Result);
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}
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public void SetPlayer(string Name)
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{
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_PlayerName = Name;
|
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_SetPlayer_Synced();
|
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RequestSerialization();
|
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}
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private void _SetPlayer_Synced()
|
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{
|
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_Marker.SetActive(Networking.LocalPlayer.displayName == _PlayerName);
|
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}
|
||||
|
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public void ClearPlayer()
|
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{
|
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_PlayerName = "";
|
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_SetPlayer_Synced();
|
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RequestSerialization();
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}
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}
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Reference in New Issue
Block a user