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Author SHA1 Message Date
qup35p
772eb1e738 <串好神明插香跟修正問題19.21> 2025-11-19 12:09:41 +08:00
qup35p
5b808c8b68 <串好神明插香跟修正問題19.21> 2025-11-19 11:50:09 +08:00
92 changed files with 264575 additions and 3075 deletions

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using UnityEngine;
using TMPro;
using UnityEngine.InputSystem;
public class IncenseController : MonoBehaviour
{
[Header("References")]
public Transform incensePivot;
public Transform incenseStick;
public ParticleSystem smokeParticles;
[Header("Light (URP only)")]
public UnityEngine.Rendering.Universal.Light2D glowLight; // URP 版本
// 如果用 Built-in用這個
// public SpriteRenderer glowSprite;
[Header("Falling Settings")]
public float startHeight = 3f;
public float targetHeight = -2.5f;
public float fallDuration = 30f;
[Header("Struggle Settings")]
public float windForceMin = 20f;
public float windForceMax = 60f;
public float windChangeSpeed = 5f;
public float playerControlStrength = 100f;
[Header("Visual Settings")]
public float maxGlowIntensity = 3f;
[Header("UI")]
public TextMeshProUGUI messageText;
public TextMeshProUGUI angleText;
public TextMeshProUGUI timerText;
[Header("Audio (Optional)")]
public AudioSource backgroundMusic;
private float currentAngle = 90f;
private float targetWindAngle = 90f;
private float lastAngleValue = 90f;
private float stability = 1f;
private float fallTimer = 0f;
private bool hasLanded = false;
private float finalSincerity = 0f;
void Start()
{
if (incensePivot != null)
{
Vector3 pos = incensePivot.position;
pos.y = startHeight;
incensePivot.position = pos;
}
currentAngle = Random.Range(60f, 120f);
targetWindAngle = currentAngle;
if (glowLight != null)
{
glowLight.intensity = 1f;
}
Debug.Log($"遊戲開始!時長: {fallDuration} 秒");
}
void Update()
{
// 按 R 重新開始
if (Keyboard.current.rKey.wasPressedThisFrame)
{
UnityEngine.SceneManagement.SceneManager.LoadScene(
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
);
}
if (!hasLanded)
{
UpdateFalling();
HandleInput();
CalculateStability();
UpdateVisuals();
UpdateUI();
}
else
{
DisplayFinalResult();
}
}
void UpdateFalling()
{
fallTimer += Time.deltaTime;
if (fallTimer >= fallDuration)
{
hasLanded = true;
fallTimer = fallDuration;
float angleDeviation = Mathf.Abs(currentAngle - 90f);
finalSincerity = 1f - (angleDeviation / 30f);
finalSincerity = Mathf.Clamp01(finalSincerity);
Debug.Log($"角度: {currentAngle:F1}°, 誠意度: {finalSincerity * 100:F0}%");
return;
}
// 計算下降
float t = fallTimer / fallDuration;
float currentHeight = Mathf.Lerp(startHeight, targetHeight, t);
if (incensePivot != null)
{
Vector3 pos = incensePivot.position;
pos.y = currentHeight;
incensePivot.position = pos;
}
// 風力計算
float windMultiplier = 1f - (t * 0.5f);
float currentWindMax = windForceMax * windMultiplier;
float windChange = Random.Range(-currentWindMax, currentWindMax) * Time.deltaTime;
targetWindAngle += windChange;
targetWindAngle = Mathf.Clamp(targetWindAngle, 30f, 150f);
currentAngle = Mathf.Lerp(currentAngle, targetWindAngle, windChangeSpeed * Time.deltaTime);
currentAngle = Mathf.Clamp(currentAngle, 30f, 150f);
// 2D 旋轉Z 軸)
if (incensePivot != null)
{
incensePivot.rotation = Quaternion.Euler(0, 0, currentAngle - 90f);
}
}
void HandleInput()
{
if (Mouse.current.leftButton.isPressed)
{
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
float mouseX = mouseDelta.x;
currentAngle += mouseX * playerControlStrength * Time.deltaTime * 0.1f; // 可能需要調整係數
currentAngle = Mathf.Clamp(currentAngle, 30f, 150f);
}
}
void CalculateStability()
{
float angleChange = Mathf.Abs(currentAngle - lastAngleValue);
stability = Mathf.Clamp01(1f - angleChange / 10f);
lastAngleValue = currentAngle;
}
void UpdateVisuals()
{
float angleDeviation = Mathf.Abs(currentAngle - 90f);
float sincerity = 1f - (angleDeviation / 30f);
sincerity = Mathf.Clamp01(sincerity);
// 更新光線URP
if (glowLight != null)
{
Color lightColor = Color.Lerp(Color.red, Color.yellow, sincerity);
glowLight.color = lightColor;
glowLight.intensity = Mathf.Lerp(0.5f, maxGlowIntensity, sincerity);
}
// 更新煙霧
if (smokeParticles != null)
{
var emission = smokeParticles.emission;
emission.rateOverTime = Mathf.Lerp(5f, 30f, 1f - stability);
}
// 更新音樂音量(如果有)
if (backgroundMusic != null)
{
backgroundMusic.volume = Mathf.Lerp(0.2f, 0.8f, sincerity);
}
}
void UpdateUI()
{
// 角度顯示
if (angleText != null)
{
angleText.text = $"角度: {currentAngle:F0}°";
}
// 倒數計時
if (timerText != null)
{
float remaining = fallDuration - fallTimer;
timerText.text = $"倒計時{remaining:F1}秒";
if (remaining <= 5f)
{
float flicker = Mathf.Sin(Time.time * 10f) * 0.5f + 0.5f;
timerText.color = Color.Lerp(Color.red, Color.yellow, flicker);
timerText.fontSize = 40 + Mathf.Sin(Time.time * 8f) * 5f;
}
else if (remaining <= 10f)
{
timerText.color = Color.yellow;
timerText.fontSize = 40;
}
else
{
timerText.color = Color.white;
timerText.fontSize = 40;
}
}
// 誠意訊息
if (messageText != null)
{
float angleDeviation = Mathf.Abs(currentAngle - 90f);
float sincerity = 1f - (angleDeviation / 30f);
sincerity = Mathf.Clamp01(sincerity);
string message = "";
Color messageColor = Color.white;
if (sincerity >= 0.95f)
{
message = "😊 完美!最高誠意!";
messageColor = new Color(0.2f, 1f, 0.2f);
}
else if (sincerity >= 0.75f)
{
message = "不錯!還算虔誠";
messageColor = new Color(0.5f, 1f, 0.5f);
}
else if (sincerity >= 0.60f)
{
message = "普通~可以更好";
messageColor = new Color(1f, 1f, 0.3f);
}
else if (sincerity >= 0.40f)
{
message = "誠意不足...需努力";
messageColor = new Color(1f, 0.6f, 0.2f);
}
else
{
message = "太歪了!需要反省";
messageColor = new Color(1f, 0.2f, 0.2f);
}
messageText.text = message;
messageText.color = messageColor;
}
}
void DisplayFinalResult()
{
// 光線閃爍
if (glowLight != null)
{
float flicker = 0.8f + Mathf.Sin(Time.time * 3f) * 0.2f;
glowLight.intensity = maxGlowIntensity * finalSincerity * flicker;
}
// UI 顯示
if (timerText != null)
{
timerText.text = "時間到!";
timerText.color = Color.yellow;
}
if (angleText != null)
{
angleText.text = $"最終角度: {currentAngle:F0}°";
}
if (messageText != null)
{
if (finalSincerity >= 0.95f)
{
messageText.text = "完美插香!最高誠意!";
messageText.color = Color.yellow;
}
else if (finalSincerity >= 0.75f)
{
messageText.text = $"不錯!誠意度: {finalSincerity * 100:F0}%";
messageText.color = new Color(0.5f, 1f, 0.5f);
}
else
{
messageText.text = $"可惜!誠意度: {finalSincerity * 100:F0}%";
messageText.color = new Color(1f, 0.6f, 0.2f);
}
}
}
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections;
using System.Collections.Generic;
public class IncenseGameManager : MonoBehaviour
{
[Header("UI Elements")]
public TextMeshProUGUI timerText;
public TextMeshProUGUI powerValueText;
public TextMeshProUGUI systemMessageText;
public GameObject popupWindow1; // 正確時顯示(有勾勾)
public GameObject popupWindow2; // 錯誤時顯示(有叉叉)
public TextMeshProUGUI popupText1; // 正確視窗的文字
public TextMeshProUGUI popupText2; // 錯誤視窗的文字
public Image backgroundImage;
[Header("Game Over UI")]
public GameObject gamePlayUI; // 遊戲進行時的UI
public GameObject gameOverUI; // 遊戲結束後的UI
public GameObject resultIncense; // 結果畫面的香
public TextMeshProUGUI angleDisplayText; // 顯示角度的文字
[Header("Game Settings")]
public float gameTime = 30f;
public int initialPowerValue = 60;
public int correctIncenseReward = 5;
public int wrongIncensePenalty = 5;
public float popupDuration = 1f;
[Header("Result Settings")]
public float receivedAngle = 87.5f; // 假的接收角度,之後會從另一台電腦接收
[Header("Incense Settings")]
public GameObject incensePrefab;
public Transform incenseContainer;
public Vector2 holderPosition = new Vector2(0, -100);
private float currentTime;
private int currentPowerValue;
private List<IncenseStick> incenseSticks = new List<IncenseStick>();
private int correctIncenseCount = 5;
private int totalIncenseCount = 20;
private bool gameActive = true;
void Start()
{
InitializeGame();
}
void InitializeGame()
{
currentTime = gameTime;
currentPowerValue = initialPowerValue;
gameActive = true;
// 顯示遊戲UI隱藏結果UI
if (gamePlayUI) gamePlayUI.SetActive(true);
if (gameOverUI) gameOverUI.SetActive(false);
UpdateUI();
// 移除CreateIncenseHolder(),不生成香爐
GenerateIncenseSticks();
systemMessageText.text = "系統提示:以上為客戶插的香,香是否歪斜可判斷客戶的心正不正,請點擊找出正直的香";
}
void Update()
{
if (gameActive)
{
currentTime -= Time.deltaTime;
UpdateTimer();
if (currentTime <= 0)
{
GameOver();
}
}
}
void GenerateIncenseSticks()
{
// 清除現有的香
foreach (IncenseStick incense in incenseSticks)
{
if (incense != null)
DestroyImmediate(incense.gameObject);
}
incenseSticks.Clear();
// 創建香的位置(圓形排列在香爐上)
List<Vector2> positions = GenerateIncensePositions();
List<float> angles = GenerateIncenseAngles();
for (int i = 0; i < totalIncenseCount; i++)
{
GameObject incenseObj = Instantiate(incensePrefab, incenseContainer);
IncenseStick incenseStick = incenseObj.GetComponent<IncenseStick>();
if (incenseStick == null)
{
incenseStick = incenseObj.AddComponent<IncenseStick>();
}
incenseStick.Initialize(angles[i], positions[i], this);
incenseSticks.Add(incenseStick);
}
}
List<Vector2> GenerateIncensePositions()
{
List<Vector2> positions = new List<Vector2>();
Vector2 centerPos = holderPosition + Vector2.up * 180f; // 調整基準位置
// 使用更寬的水平分布,適應較大的香
float baseWidth = 200f; // 增加分布寬度
float baseHeight = 50f; // 增加高度變化
for (int i = 0; i < totalIncenseCount; i++)
{
// 水平位置:均勻分布,再加上隨機偏移
float baseX = (i - (totalIncenseCount - 1) * 0.5f) * (baseWidth * 2 / totalIncenseCount);
float xPos = baseX + Random.Range(-40f, 40f);
// 垂直位置:稍微變化,模擬插入深度不同
float yPos = Random.Range(-baseHeight / 2, baseHeight / 2);
Vector2 pos = centerPos + new Vector2(xPos, yPos);
positions.Add(pos);
}
return positions;
}
List<float> GenerateIncenseAngles()
{
List<float> angles = new List<float>();
// 添加正確的香90度
for (int i = 0; i < correctIncenseCount; i++)
{
angles.Add(90f);
}
// 添加錯誤的香接近90度但不完全正確
for (int i = correctIncenseCount; i < totalIncenseCount; i++)
{
float angle;
float randomType = Random.Range(0f, 1f);
if (randomType < 0.4f)
{
// 40% 稍微傾斜 (85-95度之間)
angle = Random.Range(80f, 105f);
// 避開90度附近
while (Mathf.Abs(angle - 90f) < 2f)
{
angle = Random.Range(80f, 105f);
}
}
else if (randomType < 0.7f)
{
// 30% 接近90度的錯誤答案 (89-91度之間但不是90度)
angle = Random.Range(87.5f, 92.5f);
// 確保不是剛好90度
while (Mathf.Abs(angle - 90f) < 2f)
{
angle = Random.Range(87.5f, 92.5f);
}
}
else
{
// 30% 明顯傾斜 (75-105度之間)
angle = Random.Range(65f, 125f);
// 避開90度附近
while (Mathf.Abs(angle - 90f) < 5f)
{
angle = Random.Range(65f, 125f);
}
}
angles.Add(angle);
}
// 打亂順序
for (int i = 0; i < angles.Count; i++)
{
float temp = angles[i];
int randomIndex = Random.Range(i, angles.Count);
angles[i] = angles[randomIndex];
angles[randomIndex] = temp;
}
return angles;
}
public void OnIncenseClicked(float angle)
{
if (!gameActive) return;
if (Mathf.Approximately(angle, 90f))
{
// 正確的香
currentPowerValue += correctIncenseReward;
ShowPopup("90.0度,很正直!", true);
systemMessageText.text = "系統提示:此香90度,判斷正確,增加神力值,可繼續尋找正直的香";
}
else
{
// 錯誤的香
currentPowerValue -= wrongIncensePenalty;
ShowPopup($"{angle:F1}度,不夠正直", false);
systemMessageText.text = "系統提示:此香非90度,判斷錯誤,減少神力值,請找出正直的香";
}
UpdatePowerValue();
}
void ShowPopup(string message, bool isCorrect)
{
GameObject targetWindow = isCorrect ? popupWindow1 : popupWindow2;
TextMeshProUGUI targetText = isCorrect ? popupText1 : popupText2;
if (targetWindow == null || targetText == null) return;
// 隱藏另一個視窗
GameObject otherWindow = isCorrect ? popupWindow2 : popupWindow1;
if (otherWindow != null)
{
otherWindow.SetActive(false);
}
targetText.text = message;
targetWindow.SetActive(true);
// 重設透明度
CanvasGroup canvasGroup = targetWindow.GetComponent<CanvasGroup>();
if (canvasGroup == null)
{
canvasGroup = targetWindow.AddComponent<CanvasGroup>();
}
canvasGroup.alpha = 1f;
StartCoroutine(FadeOutPopup(canvasGroup, targetWindow));
}
IEnumerator FadeOutPopup(CanvasGroup canvasGroup, GameObject popupWindow)
{
yield return new WaitForSeconds(popupDuration - 0.2f);
float fadeTime = 0.2f;
float elapsedTime = 0f;
while (elapsedTime < fadeTime)
{
elapsedTime += Time.deltaTime;
canvasGroup.alpha = 1f - (elapsedTime / fadeTime);
yield return null;
}
popupWindow.SetActive(false);
}
void UpdateUI()
{
UpdateTimer();
UpdatePowerValue();
}
void UpdateTimer()
{
int seconds = Mathf.CeilToInt(currentTime);
timerText.text = $"倒計時:{seconds}";
}
void UpdatePowerValue()
{
powerValueText.text = currentPowerValue.ToString();
}
void GameOver()
{
gameActive = false;
ShowResultScreen();
}
void ShowResultScreen()
{
// 隱藏遊戲UI顯示結果UI
if (gamePlayUI) gamePlayUI.SetActive(false);
if (gameOverUI) gameOverUI.SetActive(true);
// 清除所有香
ClearAllIncense();
// 設置結果香的角度和顯示
SetupResultIncense();
// 更新系統訊息
systemMessageText.text = "系統提示:這是客戶為您插的香的數值,請根據結果評估調整客戶報表。";
}
void ClearAllIncense()
{
// 清除所有生成的香
foreach (IncenseStick incense in incenseSticks)
{
if (incense != null)
{
DestroyImmediate(incense.gameObject);
}
}
incenseSticks.Clear();
}
void SetupResultIncense()
{
if (resultIncense != null)
{
// 設置結果香的角度
RectTransform incenseRect = resultIncense.GetComponent<RectTransform>();
if (incenseRect != null)
{
float visualAngle = receivedAngle - 90f; // 90度時垂直向上
incenseRect.localRotation = Quaternion.Euler(0, 0, visualAngle);
}
}
// 更新角度顯示文字
if (angleDisplayText != null)
{
angleDisplayText.text = $"角度:{receivedAngle:F1}度";
}
}
// 公開方法用於接收另一台電腦的角度數值
public void SetReceivedAngle(float angle)
{
receivedAngle = angle;
if (!gameActive) // 如果已在結果畫面,立即更新
{
SetupResultIncense();
}
}
public void RestartGame()
{
// 清除現有的香
ClearAllIncense();
// 重新初始化遊戲
InitializeGame();
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
public class IncenseStick : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
[Header("Incense Properties")]
public float angle;
public bool isClicked = false;
[Header("Visual Effects")]
public float hoverScale = 1.1f; // 懸停時的縮放比例
private IncenseGameManager gameManager;
private Image incenseImage;
private RectTransform rectTransform;
private bool isHovering = false;
public void Initialize(float incenseAngle, Vector2 position, IncenseGameManager manager)
{
angle = incenseAngle;
gameManager = manager;
// 設置組件
rectTransform = GetComponent<RectTransform>();
if (rectTransform == null)
{
rectTransform = gameObject.AddComponent<RectTransform>();
}
incenseImage = GetComponent<Image>();
if (incenseImage == null)
{
incenseImage = gameObject.AddComponent<Image>();
}
// 創建香的視覺效果
CreateIncenseVisual(position);
}
void CreateIncenseVisual(Vector2 position)
{
// 設置位置
rectTransform.localPosition = position;
rectTransform.localScale = Vector3.one;
// 設置大小 - 根據用戶的63x265 image調整
rectTransform.sizeDelta = new Vector2(63f, 265f);
// 完全不設置任何Image屬性保持Prefab原始設置
// 設置旋轉角度(調整為正確的視覺角度)
float visualAngle = angle - 90f; // 90度時垂直向上
rectTransform.localRotation = Quaternion.Euler(0, 0, visualAngle);
}
void CreateSmokeEffect()
{
// 創建簡單的煙霧視覺效果
GameObject smoke = new GameObject("Smoke");
smoke.transform.SetParent(transform);
Image smokeImage = smoke.AddComponent<Image>();
smokeImage.color = new Color(0.8f, 0.8f, 0.8f, 0.3f);
RectTransform smokeRect = smoke.GetComponent<RectTransform>();
smokeRect.localPosition = Vector3.up * 140f; // 根據265高度調整煙霧位置
smokeRect.sizeDelta = new Vector2(20f, 30f); // 相應調整煙霧大小
smokeRect.localScale = Vector3.one;
// 添加煙霧動畫
StartCoroutine(AnimateSmoke(smokeRect));
}
System.Collections.IEnumerator AnimateSmoke(RectTransform smokeRect)
{
Vector3 originalScale = smokeRect.localScale;
while (true)
{
// 煙霧飄動效果
float time = Time.time;
smokeRect.localScale = originalScale * (1f + Mathf.Sin(time * 2f) * 0.1f);
smokeRect.localPosition = Vector3.up * (140f + Mathf.Sin(time * 1.5f) * 8f); // 根據新位置調整動畫
yield return null;
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (isClicked || gameManager == null) return;
isHovering = true;
StartCoroutine(HoverEffect(true));
}
public void OnPointerExit(PointerEventData eventData)
{
if (isClicked || gameManager == null) return;
isHovering = false;
StartCoroutine(HoverEffect(false));
}
System.Collections.IEnumerator HoverEffect(bool isEntering)
{
Vector3 startScale = rectTransform.localScale;
Vector3 targetScale = isEntering ? Vector3.one * hoverScale : Vector3.one;
float duration = 0.2f;
float elapsedTime = 0f;
while (elapsedTime < duration)
{
// 如果狀態改變了(例如滑鼠快速移動),停止動畫
if (isEntering && !isHovering) break;
if (!isEntering && isHovering) break;
elapsedTime += Time.deltaTime;
float progress = elapsedTime / duration;
// 只有縮放動畫完全不修改Image屬性
rectTransform.localScale = Vector3.Lerp(startScale, targetScale, progress);
yield return null;
}
// 確保最終狀態正確
if (!isClicked)
{
rectTransform.localScale = isHovering ? Vector3.one * hoverScale : Vector3.one;
}
}
public void OnPointerClick(PointerEventData eventData)
{
if (isClicked || gameManager == null) return;
isClicked = true;
OnIncenseClicked();
}
void OnIncenseClicked()
{
// 視覺反饋
StartCoroutine(ClickFeedback());
// 通知遊戲管理器
gameManager.OnIncenseClicked(angle);
}
System.Collections.IEnumerator ClickFeedback()
{
// 停止懸停效果
isHovering = false;
// 點擊時的縮放效果
Vector3 originalScale = Vector3.one;
// 縮小
float shrinkTime = 0.1f;
float elapsedTime = 0f;
while (elapsedTime < shrinkTime)
{
elapsedTime += Time.deltaTime;
float scale = Mathf.Lerp(1f, 0.8f, elapsedTime / shrinkTime);
rectTransform.localScale = originalScale * scale;
yield return null;
}
// 恢復
elapsedTime = 0f;
while (elapsedTime < shrinkTime)
{
elapsedTime += Time.deltaTime;
float scale = Mathf.Lerp(0.8f, 1f, elapsedTime / shrinkTime);
rectTransform.localScale = originalScale * scale;
yield return null;
}
rectTransform.localScale = originalScale;
// 點擊後直接刪除這根香
yield return new WaitForSeconds(0.2f); // 等待一點時間讓玩家看到點擊效果
Destroy(gameObject);
}
}

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@ -118,17 +118,15 @@ public class ServerGameTypingPanel : MonoBehaviour
void OnPlayVideoFinished(VideoPlayer vp)
{
Debug.Log("影片播放完成");
//StartCoroutine(LoadNextScene());
OnReceivedResult();
processStep(3); // ✅ 直接跳到 CheckPanel,不管result有沒有收到
}
public void OnReceivedResult()
{
// 這個方法改成:當收到result時才更新顯示文字
if (!string.IsNullOrEmpty(result))
{
processStep(3);
checkText.text = result; // ✅ 更新顯示信徒打的字
}
}

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections;
using TMPro;
using Unity.VisualScripting;
@ -180,7 +180,7 @@ public class ServerWorkGameFinalPanel : MonoBehaviour
}
if (introPresentText)
{
introPresentText.text = ServerWorkMessagePanel.workPresent;
introPresentText.text = "獻上:" + ServerWorkMessagePanel.workPresent;
}
//更新word系列文字
@ -194,7 +194,7 @@ public class ServerWorkGameFinalPanel : MonoBehaviour
}
if (wordsPresentText)
{
wordsPresentText.text = introPresentText?.text ?? "";
wordsPresentText.text = "獻上:" + ServerWorkMessagePanel.workPresent;
}
}
else

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@ -247,5 +247,11 @@ public class ServerWorkSceneController : MonoBehaviour
gameFinalSurveyPanel.SetActive(step == 19 ? true : false);
}
}
// ServerWorkSceneController.cs 腳本中
public void GoToGameWaitingPanel()
{
// 呼叫核心流程方法,將步驟設定為 17
processStep(17);
Debug.Log("Confirmed Sticks. Switching to Step 17 (Game Waiting Panel).");
}
}

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@ -7,6 +7,7 @@
"com.unity.inputsystem": "1.14.2",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.2.1",
"com.unity.render-pipelines.universal": "17.2.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.9",
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