Added Kills & Deaths Lists

This commit is contained in:
DerTyp187
2021-10-14 14:56:29 +02:00
parent 469fd047bd
commit e057a569a5

View File

@@ -27,6 +27,8 @@ public class PlayerMaster : MonoBehaviour
{
[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>();
[SerializeField] private List<int> Kills = new List<int>();
[SerializeField] private List<int> Deaths = new List<int>();
[SerializeField] private int defaultHp = 100;
//JUST FOR DEBUG
@@ -48,6 +50,8 @@ public class PlayerMaster : MonoBehaviour
foreach(GameObject player in Players)
{
Health.Add(defaultHp);
Kills.Add(0);
Deaths.Add(0);
}
}
@@ -60,6 +64,8 @@ public class PlayerMaster : MonoBehaviour
{
Players.Add(player); //Add New Player To List
Health.Add(defaultHp); //Add New Health to the END of the list
Kills.Add(0);
Deaths.Add(0);
Debug.Log("Player added to list"); //Feedback
}
else
@@ -76,6 +82,8 @@ public class PlayerMaster : MonoBehaviour
{
Players.Remove(player); //Remove the Player from List
Health.Remove(Players.IndexOf(player)); //Remove the specific Health of the Player
Kills.Remove(Players.IndexOf(player));
Deaths.Remove(Players.IndexOf(player));
}
else
{
@@ -112,15 +120,56 @@ public class PlayerMaster : MonoBehaviour
Health[Players.IndexOf(player)] += value;
}
//Kills
public int GetKillsOfPlayer(GameObject player)
{
return Kills[Players.IndexOf(player)];
}
public void AddKillsToPlayer(GameObject player, int value = 1)
{
Kills[Players.IndexOf(player)] += value;
}
public void SubstractKillsFromPlayer(GameObject player, int value = 1)
{
Kills[Players.IndexOf(player)] -= value;
}
public void SetKillsOfPlayer(GameObject player, int value = 1)
{
Kills[Players.IndexOf(player)] = value;
}
//Death
public void Death(GameObject deadPlayer, GameObject killerPlayer = null) //Player dies and and MAYBE another player gets a kill
private void Death(GameObject deadPlayer, GameObject killerPlayer = null) //Player dies and and MAYBE another player gets a kill
{
if(killerPlayer != null)
{
//Add kill to killer
Kills[Players.IndexOf(killerPlayer)] += 1;
}
//Add Death to deadPlayer
Deaths[Players.IndexOf(deadPlayer)] += 1;
//Deactivate deadPlayer
}
public int GetDeathsOfPlayer(GameObject player)
{
return Deaths[Players.IndexOf(player)];
}
public void AddDeathsToPlayer(GameObject player, int value = 1)
{
Deaths[Players.IndexOf(player)] += value;
}
public void SubstractDeathsFromPlayer(GameObject player, int value = 1)
{
Deaths[Players.IndexOf(player)] -= value;
}
public void SetDeathsOfPlayer(GameObject player, int value = 1)
{
Deaths[Players.IndexOf(player)] = value;
}
}