End to end kind of works
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@@ -36,9 +36,19 @@ public partial class GameManager : Node
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public void OnAllEnemiesDefeated()
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public void OnAllEnemiesDefeated()
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{
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{
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GD.Print("All enemies defeated");
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GD.Print("All enemies defeated");
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P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
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//var remainingCharacters = Players.ElementAt(0).CharactersLeftOnStage;
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if (Players.Count() == 2)
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P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
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//foreach (var player in remainingCharacters)
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// RemoveCharacterAndAddToExit((Character1)player);
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//if (Players.Count() == 2)
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//{
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// var remainingPlayers2 = Players.ElementAt(1).CharactersLeftOnStage;
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// foreach (var player in remainingPlayers2)
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// RemoveCharacterAndAddToExit((Character2)player);
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//}
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OnLevelClear();
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OnLevelClear();
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}
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}
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@@ -69,26 +79,24 @@ public partial class GameManager : Node
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GD.Print("Instancing...");
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GD.Print("Instancing...");
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var names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
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var names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
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GD.Print(names);
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GD.Print(names);
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var selectedCharacter = player.CharactersLeftOnStage[player._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.CharactersLeftOnStage.Remove(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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player.SelectedCharacter?.QueueFree();
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player._characterIndex = 0;
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if (player.CharactersLeftOnStage.Any())
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if (player.CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, player);
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{
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var selectedCharacter = player.CharactersLeftOnStage[player._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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}
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}
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public void RemoveCharacterAndAddToExit(Character1 character)
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public void RemoveCharacterAndAddToExit(Character1 character)
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{
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{
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P1CharactersOut.Add(character);
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P1CharactersOut.Add(character);
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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GetTree().Root.RemoveChild(character);
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GD.Print(Players.ElementAt(0).CharactersLeftOnStage.Select(x => x.Name).ToArray());
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Players.ElementAt(0)._characterIndex = 0;
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Players.ElementAt(0)._characterIndex = 0;
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if (Players.ElementAt(0).CharactersLeftOnStage.Any())
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if (Players.ElementAt(0).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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@@ -98,7 +106,9 @@ public partial class GameManager : Node
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{
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{
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P2CharactersOut.Add(character);
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P2CharactersOut.Add(character);
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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GetTree().Root.RemoveChild(character);
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Players.ElementAt(1)._characterIndex = 0;
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Players.ElementAt(1)._characterIndex = 0;
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if (Players.ElementAt(1).CharactersLeftOnStage.Any())
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if (Players.ElementAt(1).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
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@@ -28,6 +28,7 @@ public partial class Level : Node3D
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public void OnEnemyDefeated(Node3D enemyDefeated)
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public void OnEnemyDefeated(Node3D enemyDefeated)
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{
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{
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GD.Print("On enemy defeated");
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_enemies.Remove(enemyDefeated);
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_enemies.Remove(enemyDefeated);
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if (!_enemies.Any())
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if (!_enemies.Any())
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_gameManager.OnAllEnemiesDefeated();
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_gameManager.OnAllEnemiesDefeated();
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