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	Added Kills & Deaths Lists
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		| @@ -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; | ||||
|     } | ||||
| } | ||||
|   | ||||
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