mirror of
				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-10-31 13:37:08 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
 | |
| using System.Collections.Generic;
 | |
| using UnityEngine;
 | |
| 
 | |
| public class PlayerMaster : MonoBehaviour
 | |
| {
 | |
|     [Header("PlayerMaster")]
 | |
|     //[SerializeField] private List<ServerPlayer> Players = new List<ServerPlayer>(); //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;
 | |
|     }
 | |
| }
 | 
