using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMaster : MonoBehaviour { [Header("PlayerMaster")] //[SerializeField] private List Players = new List(); //Contains All Players which are currently connected/in-game //JUST FOR DEBUG [SerializeField] private GameObject TestPlayer; private void Update() { //JUST FOR DEBUG //Players[0].AddKills(1); } private void Start() { foreach(GameObject p in GameObject.FindGameObjectsWithTag("Player")) { //Players.Add(new ServerPlayer(p)); } InvokeRepeating("TestDamage", 3.0f, 3f); } public void TestDamage() { //Players[0].RemoveHealth(10); } //Join public void OnPlayerJoin(GameObject player) //When a Player joins { /*foreach (ServerPlayer p in Players) { if (p.Player == player) { Debug.Log("Joined Player already exits"); return; } } Players.Add(new ServerPlayer(player));*/ } //Leave public void OnPlayerLeave(GameObject player) //When a Player leaves { /*foreach (ServerPlayer p in Players) { if (p.Player == player) { Players.Remove(p); } }*/ } public int SyncHealth(GameObject player) { /*foreach (ServerPlayer p in Players) { if (p.Player == player) { return p.GetHealth(); } }*/ return -1; } }