Added MainMenu, Bootstrap and Factory scenes
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[RequireComponent(typeof(NetworkManager), typeof(UnityTransport))]
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public sealed class FriendslopSession : MonoBehaviour
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{
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public static FriendslopSession Instance { get; private set; }
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[SerializeField] private NetworkObject playerPrefab;
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[SerializeField] private string menuScene = "MainMenu";
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[SerializeField] private string gameplayScene = "Factory";
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public string Status { get; private set; } = "Ready.";
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public bool IsOnline => NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening;
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private NetworkManager manager;
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private UnityTransport transport;
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private void Awake()
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{
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if (Instance != null) { Destroy(gameObject); return; }
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Instance = this;
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DontDestroyOnLoad(gameObject);
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manager = GetComponent<NetworkManager>();
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transport = GetComponent<UnityTransport>();
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manager.NetworkConfig.NetworkTransport = transport;
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manager.NetworkConfig.PlayerPrefab = playerPrefab.gameObject;
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manager.NetworkConfig.EnableSceneManagement = true;
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manager.OnServerStarted += LoadGameplayForHost;
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}
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private void Start() => SceneManager.LoadScene(menuScene);
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private void OnDestroy()
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{
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if (manager != null) manager.OnServerStarted -= LoadGameplayForHost;
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if (Instance == this) Instance = null;
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}
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public bool StartHost(ushort port)
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{
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transport.SetConnectionData("0.0.0.0", port, "0.0.0.0");
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Status = manager.StartHost() ? $"Host started on {port}." : "Host failed to start.";
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return manager.IsHost;
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}
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public bool StartClient(string address, ushort port)
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{
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transport.SetConnectionData(address.Trim(), port);
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bool started = manager.StartClient();
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Status = started ? $"Connecting to {address}:{port}..." : "Client failed to start.";
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return started;
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}
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private void LoadGameplayForHost()
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{
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Status = "Loading factory...";
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manager.SceneManager.LoadScene(gameplayScene, LoadSceneMode.Single);
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}
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}
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