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