diff --git a/Assets/Scenes/CharSelect.unity b/Assets/Scenes/CharSelect.unity index 82e4789d..d2111b1d 100644 --- a/Assets/Scenes/CharSelect.unity +++ b/Assets/Scenes/CharSelect.unity @@ -26697,7 +26697,7 @@ MonoBehaviour: m_PressedTrigger: Pressed m_SelectedTrigger: Selected m_DisabledTrigger: Disabled - m_Interactable: 1 + m_Interactable: 0 m_TargetGraphic: {fileID: 817396989} m_OnClick: m_PersistentCalls: @@ -42145,6 +42145,10 @@ PrefabInstance: propertyPath: AvatarConfiguration.Array.data[3] value: objectReference: {fileID: 11400000, guid: e32151d48a3abe543b4e57d6cd16e1ad, type: 2} + - target: {fileID: 3565665953789623674, guid: 1a58a2c4657fe6d4890d9ad39f43894e, type: 3} + propertyPath: m_ReadyButton + value: + objectReference: {fileID: 817396988} - target: {fileID: 3565665953789623674, guid: 1a58a2c4657fe6d4890d9ad39f43894e, type: 3} propertyPath: m_ClassInfoBox value: diff --git a/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs index dcb2c690..713d1923 100644 --- a/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs +++ b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs @@ -9,6 +9,7 @@ using UnityEngine; using VContainer; using Avatar = Unity.BossRoom.Gameplay.Configuration.Avatar; using System.Linq; +using UnityEngine.UI; namespace Unity.BossRoom.Gameplay.GameState { @@ -95,6 +96,7 @@ namespace Unity.BossRoom.Gameplay.GameState Dictionary m_SpawnedCharacterGraphics = new Dictionary(); + [SerializeField] private Button m_ReadyButton; /// /// Conceptual modes or stages that the lobby can be in. We don't actually /// bother to keep track of what LobbyMode we're in at any given time; it's just @@ -427,6 +429,7 @@ namespace Unity.BossRoom.Gameplay.GameState { if (m_NetworkCharSelection.IsSpawned) { + m_ReadyButton.interactable = true; m_NetworkCharSelection.ServerChangeSeatRpc(NetworkManager.Singleton.LocalClientId, seatIdx, false); } }