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@ -48,18 +48,21 @@ public class GameLoader : MonoBehaviour { |
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conn = Client.GetConnection(); |
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mmc = FindObjectOfType<MainMenuController>(); |
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mmc.gameObject.SetActive(false); |
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var angleDelta = (270) / playerCount; |
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var dst = 15; |
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var angleOffset = 45; |
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for (int i = 0; i < playerCount; i++) { |
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if (i == myIndex) |
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continue; |
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var offsetMult = (i - myIndex) > 0 ? 1 : -1; |
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var angle = (angleDelta * (i - myIndex) + angleOffset * offsetMult); |
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Vector3 pos = new Vector3(dst * Mathf.Sin(angle * Mathf.Deg2Rad), 2.6f, -dst * Mathf.Cos(angle * Mathf.Deg2Rad)); |
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var player = Instantiate(playerCube, pos, Quaternion.AngleAxis(-angle, Vector3.up)); |
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player.GetComponent<Renderer>().material.color = playerColors[i]; |
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playerCount = mmc.usersInLobby.Count; |
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if (playerCount > 1) { |
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var angleDelta = 180f / (playerCount - 1); |
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var dst = 15; |
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var angleOffset = angleDelta / (2f / (playerCount - 2)); |
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for (int i = 0; i < playerCount; i++) { |
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if (i == myIndex) |
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continue; |
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var offsetMult = (i - myIndex) > 0 ? 1 : -1; |
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var angle = angleOffset + angleDelta * (i - myIndex) * offsetMult; |
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Vector3 pos = new Vector3(dst * Mathf.Sin(angle * Mathf.Deg2Rad), 2.6f, -dst * Mathf.Cos(angle * Mathf.Deg2Rad)); |
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var player = Instantiate(playerCube, pos, Quaternion.AngleAxis(-angle, Vector3.up)); |
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player.GetComponent<Renderer>().material.color = playerColors[i % playerColors.Length]; |
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} |
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} |
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} |
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public static void RegisterCard(string uuid, CardProperties properties) { |
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