Update
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@@ -11,7 +11,19 @@ namespace Hallucinate.UI
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{
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public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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public static BasicSpawner Instance { get; private set; }
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private static BasicSpawner _instance;
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public static BasicSpawner Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = UnityEngine.Object.FindFirstObjectByType<BasicSpawner>();
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}
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return _instance;
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}
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}
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private NetworkRunner _runner;
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public NetworkRunner Runner => _runner;
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@@ -29,12 +41,15 @@ namespace Hallucinate.UI
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private void Awake()
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{
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if (Instance != null && Instance != this)
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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_instance = this;
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// Ensure this is a root object so DontDestroyOnLoad works correctly
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transform.SetParent(null);
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DontDestroyOnLoad(gameObject);
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}
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@@ -341,17 +356,10 @@ namespace Hallucinate.UI
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_spawnedCharacters.Add(player, networkPlayerObject);
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}
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}
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// Removed incorrect UI transition for Lobby/Menu scenes to allow LobbyController to manage its state.
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// The original logic incorrectly called UIManager.OnBackToMenu() when entering the Lobby scene,
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// causing the redirect to the Main Menu after creating a room.
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// This block ensures that only the Main Scene triggers a specific UI transition (OnGameStarted).
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// If other scenes like "Lobby" or "Menu" are loaded, no automatic transition is forced from here,
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// letting scene-specific controllers (like LobbyController) manage their UI.
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if (currentSceneName == "Main Scene")
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{
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UIManager.Instance?.OnGameStarted();
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}
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// Removed the problematic else-if block that would incorrectly call OnBackToMenu for "Lobby" or "Menu" scenes.
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}
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