opt server
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BIN
Assets/.DS_Store
vendored
BIN
Assets/.DS_Store
vendored
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@ -6326,6 +6326,7 @@ MonoBehaviour:
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questActions: []
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questActions: []
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completedQuests: []
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completedQuests: []
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isLoaded: 0
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isLoaded: 0
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playerAttack: {fileID: 0}
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isDead: 0
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isDead: 0
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--- !u!114 &436175964407393514
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--- !u!114 &436175964407393514
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MonoBehaviour:
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MonoBehaviour:
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@ -3596,7 +3596,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6a160d838ff8b4b4693ac20007e008c7, type: 3}
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m_Script: {fileID: 11500000, guid: 6a160d838ff8b4b4693ac20007e008c7, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_AssetsPPU: 42
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m_AssetsPPU: 39
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m_RefResolutionX: 640
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m_RefResolutionX: 640
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m_RefResolutionY: 384
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m_RefResolutionY: 384
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@ -246824,7 +246824,7 @@ MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1650164939}
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m_GameObject: {fileID: 1650164939}
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m_Script: {fileID: 11500000, guid: 6442dc8070ceb41f094e44de0bf87274, type: 3}
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m_Script: {fileID: 11500000, guid: 6442dc8070ceb41f094e44de0bf87274, type: 3}
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m_Name:
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m_Name:
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@ -246838,7 +246838,7 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1650164939}
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m_GameObject: {fileID: 1650164939}
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m_Enabled: 0
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m_Script: {fileID: 11500000, guid: d3a46f3965e4c4fca9282d03e7c4ecf9, type: 3}
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m_Script: {fileID: 11500000, guid: d3a46f3965e4c4fca9282d03e7c4ecf9, type: 3}
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m_Name:
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m_Name:
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@ -15,10 +15,12 @@ public class SpriteHealthBar : MonoBehaviour
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}
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}
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public void SetHealth(float amount, float maxHealth = 100f){
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public void SetHealth(float amount, float maxHealth = 100f){
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if(maxHealth == 0 ){Debug.Log("max health is 0"); return;}
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health = amount;
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health = amount;
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float amountMult = amount / maxHealth;
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float amountMult = amount / maxHealth;
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// Debug.Log($"Setting health {amount} / {maxHealth}");
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// Debug.Log($"Setting health {amount} / {maxHealth}");
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healthBarFill.localScale = new Vector3(startScale.x * amountMult, startScale.y,startScale.z );
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healthBarFill.localScale = new Vector3(startScale.x * amountMult, startScale.y,startScale.z );
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}
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}
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}
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}
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@ -6,8 +6,13 @@ public class enemyHealthBar : MonoBehaviour
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{
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{
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public enemyScript enemy;
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public enemyScript enemy;
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float timer=0;
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void Update()
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void Update()
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{
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{
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if(timer >=0){ timer -= Time.deltaTime; return;}
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timer = 0.5f;
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enemy.healthBar.SetHealth(enemy.health, enemy.maxHealth);
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enemy.healthBar.SetHealth(enemy.health, enemy.maxHealth);
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}
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}
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}
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}
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@ -37,6 +37,9 @@ public class enemyScript : NetworkBehaviour
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public int enemyAttackDamage = 10;
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public int enemyAttackDamage = 10;
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void Awake(){
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scanCooldown = Random.Range(0.5f, 1.5f);
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}
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private void Start(){
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private void Start(){
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rb2 = GetComponent<Rigidbody2D>();
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rb2 = GetComponent<Rigidbody2D>();
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//target = GameObject.FindWithTag("Player").transform;
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//target = GameObject.FindWithTag("Player").transform;
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@ -44,7 +47,11 @@ public class enemyScript : NetworkBehaviour
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defaultPos = transform.position;
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defaultPos = transform.position;
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}
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}
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[SyncVar(hook =nameof(OnLevelChanged))]
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public int level;
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public int level;
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void OnLevelChanged(int oldVal, int newVal){
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SetLevel(newVal);
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}
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public void SetLevel(int _level){
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public void SetLevel(int _level){
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if(enemyLevel != null){
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if(enemyLevel != null){
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enemyLevel.text = _level.ToString();
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enemyLevel.text = _level.ToString();
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@ -64,7 +71,7 @@ public class enemyScript : NetworkBehaviour
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Vector3 defaultPos;
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Vector3 defaultPos;
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#if UNITY_SERVER
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[Server]
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[Server]
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private void Update(){
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private void Update(){
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@ -86,6 +93,17 @@ public class enemyScript : NetworkBehaviour
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}
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}
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}
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#endif
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float scanTimer =0;
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float scanCooldown;
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public void ScanPlayers(){
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if(scanTimer >0){scanTimer-=Time.deltaTime; return;}
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scanTimer = scanCooldown;
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playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
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playerNetwork[] playersinNetwork = FindObjectsOfType<playerNetwork>();
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float closestDist = float.MaxValue;
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float closestDist = float.MaxValue;
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playerNetwork closestPlayer = null;
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playerNetwork closestPlayer = null;
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@ -111,7 +129,6 @@ public class enemyScript : NetworkBehaviour
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//if(target == null) {return;}
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//if(target == null) {return;}
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enemyFollow();
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enemyFollow();
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}
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}
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// [ClientRpc]
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// [ClientRpc]
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public string lootType = "default";
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public string lootType = "default";
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float updaterInterval = 0.4f;
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float updaterInterval = 0.8f;
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void Awake(){
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updaterInterval += Random.Range(0,0.2f);
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}
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float t = 0;
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float t = 0;
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public float pickupDistance = 2;
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public float pickupDistance = 2;
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public float closestPlayerDist = float.MaxValue;
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public float closestPlayerDist = float.MaxValue;
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void ScanPlayers(){
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void ScanPlayers(){
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playerNetwork[] players = FindObjectsOfType<playerNetwork>();
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playerNetwork[] players = FindObjectsOfType<playerNetwork>();
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if(players.Length <=0){return;}
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playerNetwork closestPlayer = players[0];
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playerNetwork closestPlayer = players[0];
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closestPlayerDist = float.MaxValue;
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closestPlayerDist = float.MaxValue;
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foreach(playerNetwork player in players){
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foreach(playerNetwork player in players){
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death();
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death();
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}
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}
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}
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}
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public void ShowXP(){
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float xpTimer = 0;
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public void ShowXP(){
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if(xpTimer >0){xpTimer -= Time.deltaTime;return;}
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xpTimer = 1;
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xpText.text = XP.ToString();
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xpText.text = XP.ToString();
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xpSlider.value = XpSliderVal;
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xpSlider.value = XpSliderVal;
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startClient.instance.networkManager.StopClient();
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startClient.instance.networkManager.StopClient();
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SceneManager.LoadScene("GameLogin");
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SceneManager.LoadScene("GameLogin");
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// PlayGamesPlatform.Instance.SignOut();
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PlayGamesPlatform.Instance.SignOut();
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Firebase.Auth.FirebaseAuth.DefaultInstance.SignOut();
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Firebase.Auth.FirebaseAuth.DefaultInstance.SignOut();
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}
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}
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BIN
Assets/TextMesh Pro/.DS_Store
vendored
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Assets/TextMesh Pro/.DS_Store
vendored
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BIN
Assets/TextMesh Pro/Resources/.DS_Store
vendored
BIN
Assets/TextMesh Pro/Resources/.DS_Store
vendored
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@ -4,7 +4,7 @@
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QualitySettings:
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QualitySettings:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 5
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serializedVersion: 5
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m_CurrentQuality: 5
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m_CurrentQuality: 2
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m_QualitySettings:
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m_QualitySettings:
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- serializedVersion: 3
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- serializedVersion: 3
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name: Very Low
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name: Very Low
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