using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; public class Player : NetworkBehaviour { public bool isAlive; public Team team; [SerializeField] private const int defaultHp = 100; public ulong clientId; private string name; private int health; private int kills; private int deaths; public void SetName(string newName) { name = newName; } public string GetName() { return name; } public void Respawn() { isAlive = true; } public void Die() { isAlive = false; AddDeaths(1); } //Health public void AddHealth(int value) { if (isAlive) { health += value; } } public void RemoveHealth(int value) { if (isAlive) { health -= value; if (health <= 0) { AddDeaths(1); health = 0; Die(); } } } public void SetHealth(int value) { if (isAlive) { health = value; if (health <= 0) { AddDeaths(1); health = 0; Die(); } } } public int GetHealth() { return health; } //Kills public void AddKills(int value) { kills += value; } public void RemoveKills(int value) { kills -= value; } public void SetKills(int value) { kills = value; } public int GetKills() { return kills; } //Deaths public void AddDeaths(int value) { deaths += value; } public void RemoveDeaths(int value) { deaths -= value; } public void SetDeaths(int value) { deaths = value; } public int GetDeaths() { return deaths; } }