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	Added Documentation for Join/Leave List
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		| @@ -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! | ||||
|         } | ||||
|     } | ||||
| } | ||||
|   | ||||
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