Added crow fixes and main menu logo. Server now restarts itself etc

dev-ali
Hazim Bin Ijaz 1 week ago
parent 812a24aad0
commit 73f0b4f008

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@ -21,7 +21,11 @@ namespace Unity.BossRoom.Gameplay.GameState
{ {
WinState = winState; WinState = winState;
} }
// public void ResetGameState()
// {
// Debug.Log("[PersistentGameState] Resetting game state for new session.");
// m_PlayerData.Clear();
// }
public void Reset() public void Reset()
{ {
WinState = WinState.Invalid; WinState = WinState.Invalid;

@ -142,9 +142,14 @@ namespace Unity.BossRoom.Gameplay.GameState
{ {
if (clientId != NetworkManager.Singleton.LocalClientId) if (clientId != NetworkManager.Singleton.LocalClientId)
{ {
// If a client disconnects, check for game over in case all other players are already down
StartCoroutine(WaitToCheckForGameOver()); StartCoroutine(WaitToCheckForGameOver());
} }
if (NetworkManager.Singleton.ConnectedClients.Count == 1) // Only server remains
{
Debug.Log("[Server] All players disconnected. Resetting game.");
// PersistentGameState.Instance.ResetGameState();
NetworkManager.Singleton.SceneManager.LoadScene("CharSelect", UnityEngine.SceneManagement.LoadSceneMode.Single);
}
} }
IEnumerator WaitToCheckForGameOver() IEnumerator WaitToCheckForGameOver()

@ -20,8 +20,8 @@ namespace Unity.BossRoom.Gameplay.GameState
[SerializeField] [SerializeField]
NetworkPostGame networkPostGame; NetworkPostGame networkPostGame;
public NetworkPostGame NetworkPostGame => networkPostGame; public NetworkPostGame NetworkPostGame => networkPostGame;
public override GameState ActiveState { get { return GameState.PostGame; } } public override GameState ActiveState { get { return GameState.PostGame; } }
[SerializeField] private float resetDelay = 5f;
[Inject] [Inject]
ConnectionManager m_ConnectionManager; ConnectionManager m_ConnectionManager;
@ -35,7 +35,21 @@ namespace Unity.BossRoom.Gameplay.GameState
m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn; m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn;
} }
protected override void Start()
{
base.Start();
Debug.Log("[ServerPostGameState] Game Over! Transitioning back to Character Selection after delay...");
Invoke(nameof(ReturnToLobby), resetDelay);
}
private void ReturnToLobby()
{
if (NetworkManager.Singleton.IsServer)
{
Debug.Log("[ServerPostGameState] Resetting game and returning to character selection...");
NetworkManager.Singleton.SceneManager.LoadScene("CharSelect", UnityEngine.SceneManagement.LoadSceneMode.Single);
}
}
void OnNetworkSpawn() void OnNetworkSpawn()
{ {
if (!NetworkManager.Singleton.IsServer) if (!NetworkManager.Singleton.IsServer)

@ -547,6 +547,7 @@ namespace Unity.BossRoom.Gameplay.UserInput
private void HandleSprint() private void HandleSprint()
{ {
if(m_ServerCharacter.IsCrow) return;
if (Input.GetKey(KeyCode.LeftShift)) if (Input.GetKey(KeyCode.LeftShift))
{ {
float staminaCost = 50f * Time.deltaTime; float staminaCost = 50f * Time.deltaTime;

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