Steam lobby implemented
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@ -1,70 +1,69 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class FlareBeacon : MonoBehaviour
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{
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[SerializeField]
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private float range = 1;
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public float Range { get { return range; }}
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[SerializeField]
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private float duration = 5f;
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[SerializeField] private float range = 1;
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private List<GameObject> inRange= new List<GameObject>();
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[SerializeField]
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private NavMeshObstacle obstacle;
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[SerializeField] private float duration = 5f;
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[SerializeField] private NavMeshObstacle obstacle;
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private readonly List<GameObject> inRange = new();
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private FlareRegister register;
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void OnDrawGizmosSelected()
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{
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// Draw a yellow sphere at the transform's position
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, range);
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}
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public float Range => range;
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// Start is called before the first frame update
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void Start()
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private void Start()
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{
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register = FlareRegister.instance;
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register.beacons.Add(this);
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transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
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Ray r = new Ray();
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var r = new Ray();
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r.direction = -transform.forward;
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r.origin = transform.position;
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RaycastHit hit;
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RaycastHit[] rays = Physics.RaycastAll(r);
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foreach(RaycastHit _hit in rays)
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var rays = Physics.RaycastAll(r);
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foreach (var _hit in rays)
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{
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if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null)
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{
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continue;
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}
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if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
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transform.position = _hit.point;
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break;
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}
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if(Physics.Raycast(r,out hit)){
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// transform.position = hit.point;
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if (Physics.Raycast(r, out hit))
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{
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// transform.position = hit.point;
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}
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if(obstacle!=null)
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obstacle.radius = this.range / 10;
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if (obstacle != null)
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obstacle.radius = range / 10;
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}
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// Update is called once per frame
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void Update()
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private void Update()
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{
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}
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private void OnDrawGizmosSelected()
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{
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// Draw a yellow sphere at the transform's position
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, range);
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}
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private void OnTriggerEnter(Collider other)
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{
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inRange.Add(other.gameObject);
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}
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private void OnTriggerExit(Collider other)
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{
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inRange.Remove(other.gameObject);
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}
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}
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}
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