I am doing a CHAOS check in. showing support for one another. I need SIX jacks to post, not share, this message to show you are always there to kill chaos if someone needs it. let's go gentlemen...
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@@ -20,11 +20,14 @@ public partial class GameManager : Node
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public IEnumerable<Player> Players = new List<Player>();
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private int _levelIndex;
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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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var main = GetTree().Root.GetNode<Main>("/root/Main");
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for (var i = 0; i < main.NumberOfPlayers; i++)
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{
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var player = playerScene.Instantiate();
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var player = PlayerScenes[i].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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@@ -34,15 +37,11 @@ public partial class GameManager : Node
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{
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GD.Print("All enemies defeated");
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P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
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P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
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if (Players.Count() == 2)
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P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
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OnLevelClear();
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}
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public bool CheckAllEnemiesDefeated()
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{
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return !GetTree().GetNodesInGroup("Enemy").Any();
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}
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public void OnHandleCharacterSelectUI(Player player)
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{
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EmitSignal(SignalName.ReselectCharacter, player);
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@@ -115,15 +114,27 @@ public partial class GameManager : Node
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public void OnLevelClear()
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{
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Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
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Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
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if (Players.Count() == 2)
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Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
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P1CharactersOut.Clear();
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P2CharactersOut.Clear();
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if (Players.Count() == 2)
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P2CharactersOut.Clear();
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Players.ElementAt(0)._characterIndex = 0;
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Players.ElementAt(1)._characterIndex = 0;
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if (Players.Count() == 2)
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Players.ElementAt(1)._characterIndex = 0;
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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var players = GetTree().GetNodesInGroup("Player");
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foreach (var player in players)
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GetTree().Root.RemoveChild(player);
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var main = GetTree().Root.GetNode<Main>("/root/Main");
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main.LoadNextLevel(_levelIndex++);
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foreach (var player in Players)
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public bool IsGameOver => _gameOver;
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