non-vr lobby, version fix
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@@ -4,9 +4,10 @@ using System.Runtime.InteropServices;
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using Breakout;
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using Unity.Mathematics;
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using UnityEngine;
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using Photon.Pun;
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using Random = UnityEngine.Random;
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public class BreakoutManager : MonoBehaviour
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public class BreakoutManager : MonoBehaviourPunCallbacks
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{
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public GameObject defaultBreakablePrefab;
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public GameObject extraBallBreakablePrefab;
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@@ -71,7 +72,8 @@ public class BreakoutManager : MonoBehaviour
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private void SpawnBall()
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{
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Instantiate(ballPrefab, startBallSpawnPoint.transform.position, Quaternion.identity, null);
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PhotonNetwork.Instantiate("Ball_Network", startBallSpawnPoint.transform.position, Quaternion.identity);
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//Instantiate(ballPrefab, startBallSpawnPoint.transform.position, Quaternion.identity, null);
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_ballCount += 1;
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}
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@@ -95,11 +97,13 @@ public class BreakoutManager : MonoBehaviour
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if (Random.value <= extraBallBreakableChance)
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{
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box = Instantiate(extraBallBreakablePrefab, point.position, Quaternion.identity, null);
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box = PhotonNetwork.Instantiate("Breakable Cube Extra Ball_Network", point.position, Quaternion.identity);
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//box = Instantiate(extraBallBreakablePrefab, point.position, Quaternion.identity, null);
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}
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else
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{
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box = Instantiate(defaultBreakablePrefab, point.position, Quaternion.identity, null);
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box = PhotonNetwork.Instantiate("Breakable Cube_Network", point.position, Quaternion.identity);
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//box = Instantiate(defaultBreakablePrefab, point.position, Quaternion.identity, null);
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}
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var cube = box.GetComponent<BreakableCube>();
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