Fix exit
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@@ -16,14 +16,19 @@ public partial class GameManager : Node
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[Export]
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private Array<PackedScene> PlayerScenes;
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public Array<Character1> P1CharactersOut = new Array<Character1>();
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public Array<Character2> P2CharactersOut = new Array<Character2>();
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public IEnumerable<Player> Players = new List<Player>();
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public override void _Ready()
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{
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foreach (var playerScene in PlayerScenes)
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{
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var player = playerScene.Instantiate();
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Players = Players.Append((Player)player);
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GetTree().Root.AddChild(player);
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}
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}
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@@ -32,33 +37,57 @@ public partial class GameManager : Node
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void SetToNextCharacter(Player player) => _characterIndex = (++_characterIndex) % player.PlayableCharacters.Count();
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public void SetToNextCharacter(Player player)
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{
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_characterIndex = (++_characterIndex) % player.CharactersLeftOnStage.Count();
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GD.Print(player.CharactersLeftOnStage.ElementAt(_characterIndex));
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}
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public void SetToPreviousCharacter(Player player) => _characterIndex = _characterIndex == 0 ? player.PlayableCharacters.Count() - 1 : --_characterIndex;
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public void SetToPreviousCharacter(Player player)
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{
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_characterIndex = _characterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --_characterIndex;
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}
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public void ResetPlayerPosition(Player player)
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{
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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GD.Print(player.CharactersLeftOnStage.ElementAt(_characterIndex));
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}
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public void OnCharacterSelected(Player player)
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{
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GD.Print("Instancing...");
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var selectedCharacter = player.PlayableCharacters[_characterIndex].Instantiate();
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player.SelectedCharacter = selectedCharacter as Character;
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var selectedCharacter = player.CharactersLeftOnStage[_characterIndex];
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player.SelectedCharacter = selectedCharacter;
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GetTree().Root.AddChild(player.SelectedCharacter);
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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public void RemoveCharacter(Player player)
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{
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player.PlayableCharacters.Remove(player.PlayableCharacters.ElementAt(_characterIndex));
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player.CharactersLeftOnStage.Remove(player.CharactersLeftOnStage.ElementAt(_characterIndex));
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player.SelectedCharacter?.QueueFree();
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_characterIndex = 0;
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if (player.PlayableCharacters.Count() > 0)
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if (player.CharactersLeftOnStage.Count() > 0)
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void RemoveCharacterAndAddToExit(Character1 character)
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{
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P1CharactersOut.Add(character);
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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_characterIndex = 0;
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}
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public void RemoveCharacterAndAddToExit(Character2 character)
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{
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P2CharactersOut.Add(character);
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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_characterIndex = 0;
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}
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public void SetGameOver(bool isGameOver)
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{
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_gameOver = isGameOver;
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