mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
94 lines
2.2 KiB
C#
94 lines
2.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
/*
|
|
JOIN
|
|
1. Wenn ein Spieler joined wird sichergestellt, dass er nicht in der Liste ist (fürs error handling).
|
|
2. Dann wird er in die Liste "Players" eingetragen.
|
|
3. Player bekommt einen Eintrag in die Health-Liste (Der Schlüssel ist hier, dass der Index bei beiden Listen für den gleichen Spieler stehen)
|
|
|
|
LEAVE
|
|
1. Index von dem Spieler, in der Liste, wird gesucht
|
|
2. Spieler wird aus der Liste entfernt
|
|
3. Player wird aus der Health liste ausgetragen
|
|
|
|
|
|
HEALTH
|
|
- Set Health of a player
|
|
- Subtract Health from a player
|
|
- Add Health to a player
|
|
|
|
DEAD
|
|
- Player Dies
|
|
- Another Player gets a kill
|
|
|
|
*/
|
|
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;
|
|
}
|
|
}
|