using Fusion; using TMPro; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GameManager : NetworkBehaviour { public Text gameOverText; // Reference to the Game Over text UI element private bool isGameOver = false; // Flag to check if the game is over private void Start() { if (gameOverText != null) { // Ensure the Game Over text is hidden at the start of the game gameOverText.gameObject.SetActive(false); } } [SerializeField] private Hallucinate.Network.MatchEloManager eloManager; public void TriggerGameOver(PlayerRef winner, PlayerRef loser, bool isDraw = false) { if (!isGameOver) { isGameOver = true; if (gameOverText != null) { gameOverText.gameObject.SetActive(true); } // Only Host processes Elo if (Runner.IsServer && eloManager != null) { eloManager.ProcessMatchResult(winner, loser, isDraw); } } } }