Fix PlayerSpawnController bug that sometimes caused player to spawn in wrong location
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@@ -312,7 +312,7 @@ MeshRenderer:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 455432347}
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m_Enabled: 1
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m_Enabled: 0
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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@@ -1383,7 +1383,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 7190262219221540737, guid: b273c0298305ae84e9a55d1de630edc0, type: 3}
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propertyPath: m_LocalPosition.y
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value: 24.68
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value: 23
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objectReference: {fileID: 0}
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- target: {fileID: 7190262219221540737, guid: b273c0298305ae84e9a55d1de630edc0, type: 3}
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propertyPath: m_LocalPosition.z
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@@ -1,3 +1,4 @@
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using System.Linq;
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using UnityEngine;
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public class PlayerSpawnController : MonoBehaviour
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@@ -9,7 +10,17 @@ public class PlayerSpawnController : MonoBehaviour
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[SerializeField]
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private GameObject _spawnLocation;
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void Awake()
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private void Awake()
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{
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var otherSpawnControllers = FindObjectsOfType<PlayerSpawnController>().Except(new[] { this });
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if (otherSpawnControllers.Any())
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Destroy(this);
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else
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DontDestroyOnLoad(this);
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}
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private void Start()
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{
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if (GameObject.FindGameObjectWithTag("Player") != null)
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{
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@@ -27,7 +27,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7190262219221540742}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 26.18, y: 24.68, z: -18.753551}
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m_LocalPosition: {x: 26.18, y: 23, z: -18.753551}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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