✨ Speed up round when no body alive
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33c6762ed3
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@ -25,8 +25,8 @@ public partial class World : Node2D
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_roundTimer.Autostart = true;
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_roundTimer.Autostart = true;
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_roundTimer.Timeout += NewRound;
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_roundTimer.Timeout += NewRound;
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_roundTimer.OneShot = true;
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_roundTimer.OneShot = true;
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AddChild(_roundTimer);
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GetParent().AddChild(_roundTimer);
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_roundTimer.Start();
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_roundTimer.Start(RoundDuration);
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// Add players into the game
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// Add players into the game
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PutPlayers(currentPlayerName);
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PutPlayers(currentPlayerName);
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@ -87,6 +87,8 @@ public partial class World : Node2D
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{
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{
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if (killerId == 0) return;
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if (killerId == 0) return;
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Scoreboard.AddScore(killerId);
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Scoreboard.AddScore(killerId);
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if (CountPlayer() <= 2)
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_roundTimer.Start(3);
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};
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};
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AddChild(player, true);
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AddChild(player, true);
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@ -113,14 +115,10 @@ public partial class World : Node2D
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}
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}
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RoundCount++;
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RoundCount++;
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foreach (var child in GetChildren())
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Rpc(nameof(CleanWorld));
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{
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if (child is not Timer)
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child.QueueFree();
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}
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PutPlayers();
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PutPlayers();
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_roundTimer.Start();
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_roundTimer.Start(RoundDuration);
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}
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}
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public Player GetCurrentPlayer()
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public Player GetCurrentPlayer()
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@ -134,6 +132,18 @@ public partial class World : Node2D
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return null;
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return null;
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}
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}
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public int CountPlayer()
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{
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var count = 0;
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foreach (var child in GetChildren())
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{
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if (child is Player)
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count++;
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}
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return count;
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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{
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foreach (var item in GetChildren())
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foreach (var item in GetChildren())
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@ -145,6 +155,16 @@ public partial class World : Node2D
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return null;
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return null;
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}
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void CleanWorld()
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{
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foreach (var child in GetChildren())
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{
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child.QueueFree();
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}
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void EndGame()
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private void EndGame()
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{
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{
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