Character Selection Menu (Removed Monkey, he is looks ugly)
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@@ -15,7 +15,7 @@ public class Client : MonoBehaviour
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[SerializeField] private TMP_Text textLeftMoves;
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private TcpClient client;
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private Stream stream;
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[SerializeField] private GameObject playerPrefab;
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[SerializeField] private GameObject[] playerPrefab;
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private Player[] players = new Player[4];
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private Queue<Job> jobs = new Queue<Job>();
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[SerializeField] private GameObject dice;
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@@ -37,6 +37,10 @@ public class Client : MonoBehaviour
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[SerializeField] private Image imageCurrentItem;
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[SerializeField] private Image[] playerItemInfoImages;
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//Icon
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[SerializeField] private Image[] playerIconInfoImages;
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[SerializeField] private Sprite[] playerIconInfoImagesPrefabs;
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private static Client thisClient;
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@@ -72,7 +76,7 @@ public class Client : MonoBehaviour
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string name = PlayerPrefs.GetString("name");
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stream.Write(Encoding.ASCII.GetBytes(name), 0, 10);
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int characterID = PlayerPrefs.GetInt("characterID");
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stream.Write(new byte[] { (byte)characterID, 0, 0, 0, 0, 0, 0, 0, 0, 0 },0, 10);
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for (int i = 0; i < playerInfo.Length; i++)
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{
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@@ -148,7 +152,8 @@ public class Client : MonoBehaviour
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//player is playable
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if (job.data[1] == 1)
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{
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GameObject player = Instantiate(playerPrefab);
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GameObject player = Instantiate(playerPrefab[job.data[9]]);
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playerIconInfoImages[job.data[5]].sprite = playerIconInfoImagesPrefabs[job.data[9]];
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player.transform.position = new Vector3(job.data[2], job.data[3] + 0.5f, job.data[4]);
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@@ -180,7 +185,8 @@ public class Client : MonoBehaviour
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//player is not playable
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else
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{
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GameObject player = Instantiate(playerPrefab);
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GameObject player = Instantiate(playerPrefab[job.data[9]]);
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playerIconInfoImages[job.data[5]].sprite = playerIconInfoImagesPrefabs[job.data[9]];
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player.transform.position = new Vector3(job.data[2], job.data[3] + 0.5f, job.data[4]);
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@@ -39,8 +39,8 @@ public class StartHandler : MonoBehaviour
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}
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else
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{
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PlayerPrefs.SetInt("characterID", 0);
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imageShowSelectedCharacter.sprite = characterFaces[0];
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PlayerPrefs.SetInt("characterID", 1);
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imageShowSelectedCharacter.sprite = characterFaces[1];
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}
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copiedMessage.SetActive(false);
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