Added better GPS handling, Improved test mode, Fixed naming of players not being broadcast until a new HelloClient, Fixed lobby restarts, Fixed task handling
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@@ -487,6 +487,15 @@ namespace Subsystems
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{
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State.Phase = GamePhase.Lobby;
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_manager?.uiSubsystem?.HideMeetingPanel();
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// Bodies survive the scene reload because the marker GameObjects are
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// parented under MapCenterPoint (which lives in the persistent
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// Client.unity scene). Without this clear, returning to lobby and
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// starting a new round leaves stale corpses on the map of the new
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// round. Server already cleared its `_bodies` set in
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// ProcessReturnToLobby; this is the client-side mirror that was
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// missing in HandleVotingClosed's symmetry.
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_manager?.mapSubsystem?.ClearBodyMarkers();
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_manager?.mapSubsystem?.ClearSabotageMarkers();
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// Unified lobby: regardless of role, return to create.unity.
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SceneManager.LoadScene("create", LoadSceneMode.Single);
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}
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