Hááát nem sikerült szegénynek 2. próba
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28
Main.cs
28
Main.cs
@@ -7,7 +7,10 @@ using KCM.Packets.Lobby;
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using KCM.Packets.Network;
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using KCM.Packets.Network;
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using KCM.Packets.State;
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using KCM.Packets.State;
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using KCM.StateManagement.Observers;
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using KCM.StateManagement.Observers;
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using KCM.StateManagement.Sync;
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using KCM.StateManagement.BuildingState;
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using Riptide;
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using Riptide;
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using Riptide.Utils;
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using Steamworks;
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using Steamworks;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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@@ -24,6 +27,10 @@ namespace KCM
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public static Harmony harmony = new Harmony("com.kcm.mod");
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public static Harmony harmony = new Harmony("com.kcm.mod");
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public static Helper helper;
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public static Helper helper;
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public static Dictionary<string, KCPlayer> kCPlayers = new Dictionary<string, KCPlayer>();
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public static Dictionary<string, KCPlayer> kCPlayers = new Dictionary<string, KCPlayer>();
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public static Dictionary<ushort, string> clientSteamIds = new Dictionary<ushort, string>();
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public static SteamClient steamClient;
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public static SteamServer steamServer;
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public static string PlayerSteamID => SteamUser.GetSteamID().ToString();
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public static string PlayerSteamID => SteamUser.GetSteamID().ToString();
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@@ -49,12 +56,31 @@ namespace KCM
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public static void ClientUpdate()
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public static void ClientUpdate()
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{
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{
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if (!KCClient.IsConnected)
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if (!KCClient.client.IsConnected)
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return;
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return;
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// Handle client-side updates
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// Handle client-side updates
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}
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}
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public static void TransitionTo(string scene)
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{
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// Simple scene transition
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UnityEngine.SceneManagement.SceneManager.LoadScene(scene);
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}
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public static void ResetMultiplayerState()
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{
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// Reset multiplayer state
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kCPlayers.Clear();
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clientSteamIds.Clear();
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}
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public static void SetMultiplayerSaveLoadInProgress(bool inProgress)
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{
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// Set save/load progress flag
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// Implementation depends on UI
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}
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public static int FixedUpdateInterval = 0;
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public static int FixedUpdateInterval = 0;
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private void FixedUpdate()
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private void FixedUpdate()
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