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NetworkLevelManager.cs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MoreMountains.CorgiEngine;
using Unity.Netcode;
using UnityEngine;
public class NetworkLevelManager : LevelManager
{
private NetworkPlayerSpawner _networkPlayerSpawner;
protected override void Awake()
{
base.Awake();
_networkPlayerSpawner = GetComponent<NetworkPlayerSpawner>();
}
protected override void InstantiatePlayableCharacters()
{
Players = new List<Character>();
if (GameManager.Instance.PersistentCharacter != null)
{
Players.Add(GameManager.Instance.PersistentCharacter);
return;
}
if (GameManager.Instance.StoredCharacter != null)
{
Character newPlayer = (Character)Instantiate(GameManager.Instance.StoredCharacter, new Vector3(0, 0, 0), Quaternion.identity);
newPlayer.name = GameManager.Instance.StoredCharacter.name;
Players.Add(newPlayer);
return;
}
if ((SceneCharacters != null) && (SceneCharacters.Count > 0))
{
foreach (Character character in SceneCharacters)
{
Players.Add(character);
}
return;
}
if (PlayerPrefabs == null)
{
return;
}
// player instantiation
if (PlayerPrefabs.Count() != 0)
{
foreach (Character playerPrefab in PlayerPrefabs)
{
FindObjectOfType<NetworkPlayerSpawner>().SpawnPlayer(Vector3.zero);
}
}
else
{
//Debug.LogWarning ("LevelManager : The Level Manager doesn't have any Player prefab to spawn. You need to select a Player prefab from its inspector.");
return;
}
}
public void AddPlayerAfterSpawn(GameObject playerGO)
{
Character player = playerGO.GetComponent<Character>();
Players.Add(player);
Debug.Log("Player count: " + Players.Count);
}
}