Added Documentation for Join/Leave List

This commit is contained in:
DerTyp187
2021-10-13 17:35:59 +02:00
parent 6c951b26da
commit 7ba5aa69eb

View File

@@ -4,48 +4,49 @@ using UnityEngine;
/*
JOIN
1. Wenn ein Spieler joined wird sichergestellt, dass er nicht in der Liste ist (f<>rs error handling).
2. Dann wird er in die Liste "Players" eingetragen und ein Eintrag in der "health" liste wird mit dem selben index gemacht.
2. Dann wird er in die Liste "Players" eingetragen.
LEAVE
1. Index von dem Spieler, in der Liste, wird gesucht
2. Spieler wird aus der Liste entfernt
3. health index vom spieler wird auch entfernt
*/
public class PlayerMaster : MonoBehaviour
{
[SerializeField] private List<GameObject> Players = new List<GameObject>();
[SerializeField] private List<GameObject> Players = new List<GameObject>(); //Contains All Players which are currently connected/in-game
[SerializeField] private List<int> Health = new List<int>();
private void Start()
{
Players.AddRange(GameObject.FindGameObjectsWithTag("Player"));
Players.AddRange(GameObject.FindGameObjectsWithTag("Player")); //Add All Player-GameObjects into a List
}
public void OnPlayerJoin(GameObject player)
//Join
public void OnPlayerJoin(GameObject player) //When a Player joins
{
Debug.Log("Player joined");
if (!Players.Contains(player))
Debug.Log("Player joined"); //Give Console Feedback
if (!Players.Contains(player)) //If the Player is NOT in the "Players-List" (For Error Handling)
{
Players.Add(player);
Debug.Log("Player added to list");
Players.Add(player); //Add New Player To List
Debug.Log("Player added to list"); //Feedback
}
else
{
Debug.LogError("Player already exits in list");
Debug.LogError("Player already exits in list"); //Error, because the "new" Player is already in the list -> !critical Anomaly!
}
}
public void OnPlayerLeave(GameObject player)
//Leave
public void OnPlayerLeave(GameObject player) //When a Player leaves
{
Debug.Log("Player left");
if (Players.Contains(player))
Debug.Log("Player left");//Give Console Feedback
if (Players.Contains(player))//If the Player IS in the "Players-List" (For Error Handling)
{
Players.Remove(player);
Players.Remove(player); //Remove the Player from List
}
else
{
Debug.LogError("Player not found in Players-list");
Debug.LogError("Player not found in Players-list"); //Error, because the Player is NOT in the list -> !critical Anomaly!
}
}
}