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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.TopDownShooter
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{
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public class CanvasTopDown : MonoBehaviour
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{
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public NetworkTopDown networkTopDown;
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public PlayerTopDown playerTopDown; // This is automatically set by local players script
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public Button buttonSpawnEnemy, buttonRespawnPlayer;
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public Text textEnemies, textKills;
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public GameObject shotMarker;
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public GameObject deathSplatter;
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public AudioSource soundGameIntro, soundGameLoop, soundButtonUI;
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#if !UNITY_SERVER
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private void Start()
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{
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buttonSpawnEnemy.onClick.AddListener(ButtonSpawnEnemy);
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buttonRespawnPlayer.onClick.AddListener(ButtonRespawnPlayer);
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StartCoroutine(BGSound());
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}
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#endif
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private void ButtonSpawnEnemy()
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{
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#if !UNITY_SERVER
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PlaySoundButtonUI();
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networkTopDown.SpawnEnemy();
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#endif
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}
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private void ButtonRespawnPlayer()
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{
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#if !UNITY_SERVER
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PlaySoundButtonUI();
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playerTopDown.CmdRespawnPlayer();
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#endif
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}
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public void UpdateEnemyUI(int value)
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{
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#if !UNITY_SERVER
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textEnemies.text = "Enemies: " + value;
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#endif
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}
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public void UpdateKillsUI(int value)
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{
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#if !UNITY_SERVER
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textKills.text = "Kills: " + value;
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#endif
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}
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public void ResetUI()
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{
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#if !UNITY_SERVER
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if (NetworkServer.active)
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{
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buttonSpawnEnemy.gameObject.SetActive(true);
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}
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else
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{
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buttonSpawnEnemy.gameObject.SetActive(false);
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}
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buttonRespawnPlayer.gameObject.SetActive(false);
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shotMarker.SetActive(false);
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textEnemies.text = "Enemies: 0";
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textKills.text = "Kills: 0";
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#endif
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}
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#if !UNITY_SERVER
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IEnumerator BGSound()
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{
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soundGameIntro.Play();
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yield return new WaitForSeconds(4.1f);
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soundGameLoop.Play();
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}
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#endif
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public void PlaySoundButtonUI()
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{
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#if !UNITY_SERVER
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soundButtonUI.Play();
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#endif
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}
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}
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}
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