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Jacob Stove Lorentzen ec24566e fix: Back to working 1-player lobby without relay lobby 2 年前
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IInGameInputHandler.cs Glyph despawn animations for enemies and yourself. 3 年前
IInGameInputHandler.cs.meta Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence. 3 年前
InGameRunner.cs fix: Back to working 1-player lobby without relay lobby 2 年前
InGameRunner.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
IntroOutroRunner.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
IntroOutroRunner.cs.meta Adding a basic intro to the minigame. 3 年前
NetworkedDataStore.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
NetworkedDataStore.cs.meta Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well. 3 年前
PlayerCursor.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
PlayerCursor.cs.meta Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on. 3 年前
PlayerData.cs Adding a fix for players sometimes getting booted from the minigame even when successfully connected (I was mismanaging the ClientRPC call that starts the game so that the last client to connect would sometimes receive the begin game message for another player (and then not initialize since it hadn't gotten its connection confirmation yet) and then try to start the game without being in the connected state, even though it was actually connected.) 3 年前
PlayerData.cs.meta Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well. 3 年前
ResultsUserUI.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
ResultsUserUI.cs.meta A couple things: 3 年前
Scorer.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
Scorer.cs.meta Shifting the target sequence tracking to the host. Adding in scores and UI for them. These both warranted shifting some of the input handling to stay on the host, so that anything that involves validating input and awarding points is serverside. 3 年前
SequenceSelector.cs Brought in latest staging changes. 3 年前
SequenceSelector.cs.meta Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence. 3 年前
SetupInGame.cs fix: Back to working 1-player lobby without relay lobby 2 年前
SetupInGame.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolContainer.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
SymbolContainer.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolData.cs Cleaning up some comments for clarity. I've also removed NetworkTransform from the cursor since we're managing the positions with a NetworkVariable, and renamed some methods. 3 年前
SymbolData.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolKillVolume.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
SymbolKillVolume.cs.meta Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host). 3 年前
SymbolObject.cs Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
SymbolObject.cs.meta Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on. 3 年前