Bugfixes
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@@ -78,6 +78,7 @@ namespace Game
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// Wait for the fall delay before making the platform fall
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yield return new WaitForSeconds(fallDelay);
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.angularVelocity = Random.Range(-30, 30);
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// Wait for the reset delay before resetting the platform
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yield return new WaitForSeconds(resetDelay);
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@@ -6,6 +6,7 @@ using Music;
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using Player;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Controls;
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namespace Game
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{
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@@ -324,12 +325,13 @@ namespace Game
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if (gameMode == GameMode.freeForAll)
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{
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// In free-for-all mode, the last alive player is the winner
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GameObject winner = AlivePlayers()[0];
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GameObject winner = FindFirstObjectByType<PlayerMovement>().gameObject;//AlivePlayers()[0];
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print(winner.name + " is the winner");
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// Show the winner's scene and update the win screen
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FindFirstObjectByType<PlayerCameraMovement>().WinScene(winner);
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WinScreen.Instance.ShowWinScreen(players.IndexOf(winner) + 1);
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print($"Player {int.Parse(winner.name)} won");
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WinScreen.Instance.ShowWinScreen(int.Parse(winner.name));
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// Hide the life display UI
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FindFirstObjectByType<LifeDisplayManager>().HideLifeDisplay();
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@@ -117,6 +117,7 @@ namespace Game
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/// <returns>An IEnumerator for coroutine execution.</returns>
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private IEnumerator RespawnHat()
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{
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lastInteractionTime = Time.time;
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// Play the respawn animation
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GetComponentInChildren<Animator>().SetTrigger("respawn");
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@@ -128,7 +129,6 @@ namespace Game
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GetComponent<Rigidbody2D>().linearVelocity = Vector2.zero;
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GetComponent<Rigidbody2D>().angularVelocity = 0f;
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transform.rotation = Quaternion.identity;
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lastInteractionTime = Time.time;
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isDropped = false;
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}
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}
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