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target: {fileID: 7844404747135833139, guid: ace884b1bf546300a85f4176788f481b, type: 3} - propertyPath: aiIdentity - value: - objectReference: {fileID: 8959912941406370206, guid: e915b82d39eb5ca4ba5977d1c718d4ed, type: 3} - target: {fileID: 7844404747135833139, guid: ace884b1bf546300a85f4176788f481b, type: 3} propertyPath: spawnPoints.Array.data[0] value: diff --git a/Assets/Scripts/Augment/GunFactory.cs b/Assets/Scripts/Augment/GunFactory.cs index 927966ec6..8d5bfccfa 100644 --- a/Assets/Scripts/Augment/GunFactory.cs +++ b/Assets/Scripts/Augment/GunFactory.cs @@ -8,7 +8,7 @@ [RequireComponent(typeof(GunController))] public class GunFactory : MonoBehaviour { - public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item extensionPrefab, PlayerManager owner, Transform parent, bool isNetworkGun = false) + public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item extensionPrefab, PlayerManager owner, Transform parent) { GameObject gun = Instantiate(new GameObject(), parent); GunFactory controller = gun.AddComponent(); @@ -54,11 +54,6 @@ public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item if (displayGun.GunController.HasRecoil) firstPersonGunController.onFire += displayGun.GunController.PlayRecoil; - // Bypass the layer disabling here - // actually it probably isn't disabling, so keep it! - //if (isNetworkGun) - //return gun; - if (displayGun.GunController.projectile is BulletController) ((BulletController)gun.GetComponent().GunController.projectile).Trail.layer = 0; diff --git a/Assets/Scripts/Control&Input/Peer2PeerTransport.cs b/Assets/Scripts/Control&Input/Peer2PeerTransport.cs index fe5cff47d..5714c1db3 100644 --- a/Assets/Scripts/Control&Input/Peer2PeerTransport.cs +++ b/Assets/Scripts/Control&Input/Peer2PeerTransport.cs @@ -322,7 +322,7 @@ private IEnumerator WaitAndInitializeFPSPlayer(InitializeFPSPlayerMessage messag gunHolder.localRotation = Quaternion.identity; playerManager.SetLayer(3); // Can't initialize quite like the AIs because of where the GunController network behaviour is located :( - playerManager.SetGun(gunHolder, true); + playerManager.SetGun(gunHolder); } diff --git a/Assets/Scripts/Gamestate/AIManager.cs b/Assets/Scripts/Gamestate/AIManager.cs index 876d8bcef..9d885110c 100644 --- a/Assets/Scripts/Gamestate/AIManager.cs +++ b/Assets/Scripts/Gamestate/AIManager.cs @@ -89,7 +89,7 @@ public override void SetLayer(int playerIndex) gameObject.layer = playerLayer; } - public override void SetGun(Transform offset, bool isNetwork = false) + public override void SetGun(Transform offset) { overrideAimTarget = false; bool hasDisabledBody = IsDisabledItem(identity.Body); diff --git a/Assets/Scripts/Gamestate/PlayerFactory.cs b/Assets/Scripts/Gamestate/PlayerFactory.cs index da85965c0..569e280ab 100644 --- a/Assets/Scripts/Gamestate/PlayerFactory.cs +++ b/Assets/Scripts/Gamestate/PlayerFactory.cs @@ -38,7 +38,7 @@ private void Awake() if (PlayerInputManagerController.Singleton == null) { // We most likely started the game in the game scene, reload menu instead - if (!SteamManager.Singleton.ChangeScene("Menu")) + if (!SteamManager.Singleton || !SteamManager.Singleton.ChangeScene("Menu")) SceneManager.LoadSceneAsync("Menu"); return; } diff --git a/Assets/Scripts/Gamestate/PlayerManager.cs b/Assets/Scripts/Gamestate/PlayerManager.cs index 86f14436c..eb46d5da5 100644 --- a/Assets/Scripts/Gamestate/PlayerManager.cs +++ b/Assets/Scripts/Gamestate/PlayerManager.cs @@ -135,7 +135,7 @@ private void Start() aiTargetCollider = Instantiate(aiTarget).GetComponent(); aiTargetCollider.Owner = this; aiTargetCollider.transform.position = transform.position; - if (identity) + if (identity && hudController) identity.onChipChange += hudController.OnChipChange; } @@ -215,12 +215,15 @@ public void SetPlayerInput(InputManager playerInput) inputManager.onFirePerformed += TryPlaceBid; inputManager.onInteract += Interact; // Set camera on canvas - var canvas = hudController.GetComponent(); - canvas.worldCamera = inputManager.GetComponentInChildren(); - canvas.planeDistance = 0.11f; + if (hudController) + { + var canvas = hudController.GetComponent(); + canvas.worldCamera = inputManager.GetComponentInChildren(); + canvas.planeDistance = 0.11f; + } // Set player color - var meshRenderer = meshBase.GetComponentInChildren().material.color = identity.color; + meshBase.GetComponentInChildren().material.color = identity.color; } void OnDestroy() @@ -294,7 +297,8 @@ private void Fire(InputAction.CallbackContext ctx) private void UpdateHudOnMove(Rigidbody body) { - hudController.SetSpeedLines(body.velocity); + if (hudController) + hudController.SetSpeedLines(body.velocity); } private void UpdateHudFire(GunStats stats) @@ -369,10 +373,10 @@ public virtual void SetLayer(int playerIndex) SetLayerOnSubtree(hudController.gameObject, LayerMask.NameToLayer("Gun " + playerIndex)); } - public virtual void SetGun(Transform offset, bool isNetwork = false) + public virtual void SetGun(Transform offset) { overrideAimTarget = false; - var gun = GunFactory.InstantiateGun(identity.Body, identity.Barrel, identity.Extension, this, offset, isNetwork); + var gun = GunFactory.InstantiateGun(identity.Body, identity.Barrel, identity.Extension, this, offset); // Set specific local transform gun.transform.localPosition = new Vector3(0.39f, -0.34f, 0.5f); gun.transform.localRotation = Quaternion.AngleAxis(0.5f, Vector3.up); diff --git a/Assets/Scripts/UI/LevelSelectManager.cs b/Assets/Scripts/UI/LevelSelectManager.cs index 7f0ba0b9d..92ba11b00 100644 --- a/Assets/Scripts/UI/LevelSelectManager.cs +++ b/Assets/Scripts/UI/LevelSelectManager.cs @@ -119,6 +119,7 @@ private void HandleStartClick() private void OnDestroy() { - input.onSelect -= HandleCardClick; + if (input) + input.onSelect -= HandleCardClick; } }