✨ Block placing
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@ -3,7 +3,7 @@ using Godot;
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namespace CodingLand.Scripts;
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public partial class Multiplayer : Node
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public partial class Launcher : Node
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{
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[Export] public World World;
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@ -30,6 +30,12 @@ public partial class Multiplayer : Node
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}
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}
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public void StartAsSingle()
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{
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GameUnfreeze();
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World.StartGame();
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}
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public bool StartAsServer(int port)
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{
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var peer = new ENetMultiplayerPeer();
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@ -6,22 +6,26 @@ public partial class PlayerInput : MultiplayerSynchronizer
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{
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[Export] public bool IsDashing;
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[Export] public Vector2 BuildingAt;
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[Export] public Vector2 MovementDirection;
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private bool IsCurrentPlayer => GetMultiplayerAuthority() == Multiplayer.GetUniqueId();
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public override void _Ready()
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{
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if (GetMultiplayerAuthority() != Multiplayer.GetUniqueId())
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{
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SetProcess(false);
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SetPhysicsProcess(false);
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}
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if (IsCurrentPlayer) return;
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SetProcess(false);
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SetPhysicsProcess(false);
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}
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[Rpc(CallLocal = true)]
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private void Dash()
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{
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IsDashing = true;
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}
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=> IsDashing = true;
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[Rpc(CallLocal = true)]
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private void Build(Vector2 pos)
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=> BuildingAt = pos;
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public override void _Process(double delta)
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{
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@ -30,4 +34,11 @@ public partial class PlayerInput : MultiplayerSynchronizer
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if (Input.IsActionJustPressed("move_dash"))
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Rpc(nameof(Dash));
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}
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public override void _Input(InputEvent evt)
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{
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if (!IsCurrentPlayer) return;
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if (evt is InputEventMouseButton { Pressed: true })
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Rpc(nameof(Build), GetViewport().GetMousePosition());
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}
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}
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@ -1,4 +1,3 @@
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using System.Numerics;
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using Godot;
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using Vector2 = Godot.Vector2;
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@ -6,20 +6,22 @@ namespace CodingLand.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public int Reach = 5;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public Timer PlayerDashCountdown;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public int PlayerId
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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@ -34,18 +36,34 @@ public partial class Player : CharacterBody2D
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PlayerId = id;
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PlayerInput.SetMultiplayerAuthority(id);
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}
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private TilesManager _tilesMgr;
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public override void _Ready()
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{
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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_tilesMgr = GetNode<TilesManager>("../Tiles");
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}
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public override void _Process(double delta)
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{
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var vec = GetGlobalMousePosition();
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if (PlayerInput.BuildingAt == Vector2.Zero) return;
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var distance = Position.DistanceTo(vec);
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if (distance <= Reach * _tilesMgr.TileSize)
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{
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// Able to build
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Rpc(nameof(AddTile), vec);
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}
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PlayerInput.BuildingAt = Vector2.Zero;
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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@ -59,14 +77,27 @@ public partial class Player : CharacterBody2D
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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if (PlayerInput.IsDashing && PlayerDashCountdown.IsStopped())
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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PlayerDashCountdown.Start();
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dashCountdown.Start();
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos)
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{
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if (_tilesMgr.GetTileByPosition<Node2D>(pos) != null) return;
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var tileVec = new Vector2(_tilesMgr.TileSize, _tilesMgr.TileSize);
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var blueprint = GD.Load<PackedScene>("res://Scenes/Tiles/Brick.tscn");
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var instance = blueprint.Instantiate<Node2D>();
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instance.Position = pos.Snapped(tileVec);
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_tilesMgr.AddChild(instance);
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}
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}
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35
Scripts/TilesManager.cs
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35
Scripts/TilesManager.cs
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@ -0,0 +1,35 @@
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using Godot;
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namespace CodingLand.Scripts;
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public partial class TilesManager : Node2D
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{
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[Export] public float TileSize = 51.2f;
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[Rpc(CallLocal = true)]
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public void AddTile(Vector2 pos)
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{
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if (GetTileByPosition<Node2D>(pos) == null)
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{
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var tileVec = new Vector2(TileSize, TileSize);
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// TODO Replace the brick to player selection
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var blueprint = GD.Load<PackedScene>("res://Scenes/Tiles/Brick.tscn");
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var instance = blueprint.Instantiate<Node2D>();
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instance.Position = pos.Snapped(tileVec);
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AddChild(instance);
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}
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}
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public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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{
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foreach (var item in GetChildren())
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{
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if (item is T tile && tile.Position == position)
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{
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return tile;
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}
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}
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return null;
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}
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}
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@ -2,15 +2,16 @@ using Godot;
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namespace CodingLand.Scripts.UI;
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public partial class MultiplayerUi : Control
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public partial class StartScreen : Control
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{
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[Export] public int DefaultServerPort = 4343;
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[Export] public string DefaultServerAddr = "127.0.0.1";
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[Export] public Multiplayer MultiplayerController;
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[Export] public Launcher Launcher;
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[Export] public LineEdit ServerPortInput;
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[Export] public LineEdit ServerAddrInput;
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[Export] public Button StartAsSingleButton;
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[Export] public Button StartAsServerButton;
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[Export] public Button StartAsClientButton;
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@ -41,6 +42,11 @@ public partial class MultiplayerUi : Control
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ServerPortInput.Text = DefaultServerPort.ToString();
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ServerAddrInput.Text = DefaultServerAddr;
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StartAsSingleButton.Pressed += () =>
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{
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Launcher.StartAsSingle();
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Hide();
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};
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StartAsServerButton.Pressed += () =>
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{
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if (!DoValidation())
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@ -50,7 +56,7 @@ public partial class MultiplayerUi : Control
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}
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var port = ServerPortInput.Text;
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var result = MultiplayerController.StartAsServer(int.Parse(port));
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var result = Launcher.StartAsServer(int.Parse(port));
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if (result)
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Hide();
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@ -65,7 +71,7 @@ public partial class MultiplayerUi : Control
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var addr = ServerAddrInput.Text;
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var port = ServerPortInput.Text;
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var result = MultiplayerController.StartAsClient(addr, int.Parse(port));
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var result = Launcher.StartAsClient(addr, int.Parse(port));
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if (result)
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Hide();
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