From e057a569a567127a1c6b3091e0a3232d004e9034 Mon Sep 17 00:00:00 2001 From: DerTyp187 Date: Thu, 14 Oct 2021 14:56:29 +0200 Subject: [PATCH] Added Kills & Deaths Lists --- Assets/Scripts/GameManager/PlayerMaster.cs | 55 ++++++++++++++++++++-- 1 file changed, 52 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/GameManager/PlayerMaster.cs b/Assets/Scripts/GameManager/PlayerMaster.cs index 1e1d4fe..1248c42 100644 --- a/Assets/Scripts/GameManager/PlayerMaster.cs +++ b/Assets/Scripts/GameManager/PlayerMaster.cs @@ -27,6 +27,8 @@ public class PlayerMaster : MonoBehaviour { [SerializeField] private List Players = new List(); //Contains All Players which are currently connected/in-game [SerializeField] private List Health = new List(); + [SerializeField] private List Kills = new List(); + [SerializeField] private List Deaths = new List(); [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; + } }