Implement hand menu features
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@@ -4,6 +4,7 @@ using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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using Zenject;
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@@ -36,13 +37,6 @@ public class SceneManager : NetworkBehaviour
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[ReadOnly]
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private string forgeSceneName;
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//enum Scene
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//{
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// Lobby = 0,
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// Entrance = 1,
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// Forge = 2
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//}
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[Inject]
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[ReadOnly]
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[SerializeField]
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@@ -56,10 +50,25 @@ public class SceneManager : NetworkBehaviour
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[SerializeField]
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private Scene loadedScene;
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public Scene LoadedScene => loadedScene;
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public bool IsInLobby => loadedScene.name == lobbySceneName;
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public UnityEvent SceneLoaded;
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private bool isMultiplayer => gameManager.IsMultiplayer;
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private void Awake()
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{
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loadedScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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}
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public override void OnNetworkSpawn()
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{
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NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
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Debug.Log("network spawn");
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base.OnNetworkSpawn();
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}
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@@ -76,6 +85,7 @@ public class SceneManager : NetworkBehaviour
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{
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// Keep track of the loaded scene, you need this to unload it
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loadedScene = sceneEvent.Scene;
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SceneLoaded.Invoke();
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}
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Debug.Log($"Loaded the {sceneEvent.SceneName} scene on " +
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@@ -135,19 +145,31 @@ public class SceneManager : NetworkBehaviour
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[Button]
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public void SwitchToLobbyLevel()
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{
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StartCoroutine(SwitchToSceneMultiplayer(lobbySceneName));
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SwitchToScene(lobbySceneName);
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}
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[Button]
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public void SwitchToEntranceLevel()
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{
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StartCoroutine(SwitchToSceneMultiplayer(entranceSceneName));
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SwitchToScene(entranceSceneName);
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}
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[Button]
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public void SwitchToForgeLevel()
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{
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StartCoroutine(SwitchToSceneMultiplayer(forgeSceneName));
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SwitchToScene(forgeSceneName);
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}
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private void SwitchToScene(string sceneName)
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{
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if (isMultiplayer)
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{
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StartCoroutine(SwitchToSceneMultiplayer(sceneName));
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}
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else
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{
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StartCoroutine(SwitchToSceneSolo(sceneName));
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}
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}
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private IEnumerator SwitchToSceneMultiplayer(string scene)
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@@ -176,29 +198,27 @@ public class SceneManager : NetworkBehaviour
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//gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
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}
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//private IEnumerator SwitchToSceneSolo(Scene scene)
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//{
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// gameManager.LocalPlayer.FadeScreen(1, fadeDuration);
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private IEnumerator SwitchToSceneSolo(string scene)
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{
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gameManager.LocalPlayer.FadeScreen(1, fadeDuration);
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// //NetworkManager.SceneManager.LoadScene()
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var operation = UnityEngine.SceneManagement.SceneManager
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.LoadSceneAsync(scene);
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// var operation = UnityEngine.SceneManagement.SceneManager
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// .LoadSceneAsync((int)scene);
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operation.allowSceneActivation = false;
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// operation.allowSceneActivation = false;
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// float timer = 0;
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float timer = 0;
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// while (timer <= fadeDuration && !operation.isDone)
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// {
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// timer += Time.deltaTime;
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// yield return null;
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// }
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while (timer <= fadeDuration && !operation.isDone)
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{
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timer += Time.deltaTime;
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yield return null;
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}
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// operation.allowSceneActivation = true;
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operation.allowSceneActivation = true;
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// this.scene = scene;
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gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
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// gameManager.LocalPlayer.FadeScreen(0, fadeDuration);
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//}
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loadedScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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}
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}
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