ScoreBoard

dev-hazim
Ali Sharoz 3 weeks ago
parent 94c5a3845b
commit 8923cb6123

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Multiplayer.Samples.BossRoom;
using UnityEngine;
using Unity.Netcode;
using TMPro;
namespace Unity.Multiplayer.Samples.BossRoom
{
public class PlayerItem : MonoBehaviour
{
public TextMeshProUGUI PlayerName;
public TextMeshProUGUI PlayerScore;
}
}

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@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Multiplayer.Samples.BossRoom;
using UnityEngine;
using Unity.Netcode;
public class Scoreboard : NetworkBehaviour
{
PlayerScoreComponent[] playerScoreComponents;
List<PlayerScoreComponent> m_PlayerScoreComponents;
public List<PlayerItem> playerItems;
public GameObject playerItemPrefab;
public Transform Parent;
public override void OnNetworkSpawn()
{
if (IsServer)
{
Starter();
}
}
public void Starter()
{
playerScoreComponents = FindObjectsOfType<PlayerScoreComponent>();
for (int i = 0; i < playerScoreComponents.Length; i++)
{
playerScoreComponents[i].index = i;
m_PlayerScoreComponents.Add(playerScoreComponents[i]);
}
Instantiator(playerScoreComponents.Length);
StartCoroutine(ScoreUpdater());
}
public void Instantiator(int count)
{
for (int i = 0; i < count; i++)
{
playerItems.Add(Instantiate(playerItemPrefab, Parent).GetComponent<PlayerItem>());
playerItems[i].PlayerScore.text = playerScoreComponents[i].CurrentScore.ToString();
playerItems[i].PlayerName.text = playerScoreComponents[i].serverCharacter.uIStateDisplayHandler.m_UIState.playerName.ToString();
}
}
IEnumerator ScoreUpdater()
{
yield return new WaitForSeconds(0.5f);
while (true)
{
yield return new WaitForSeconds(0.1f);
m_PlayerScoreComponents.Sort((p1, p2) => p2.CurrentScore.CompareTo(p1.CurrentScore));
for (int i = 0; i < playerItems.Count; i++)
{
playerItems[i].transform.SetSiblingIndex(m_PlayerScoreComponents[i].index);
}
}
}
}

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@ -1,10 +1,12 @@
using UnityEngine; using UnityEngine;
using Unity.Netcode; using Unity.Netcode;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
public class PlayerScoreComponent : NetworkBehaviour public class PlayerScoreComponent : NetworkBehaviour
{ {
public int CurrentScore { get; private set; } public int CurrentScore { get; private set; }
public ServerCharacter serverCharacter;
public int index;
public override void OnNetworkSpawn() public override void OnNetworkSpawn()
{ {
if (IsOwner && IsClient) if (IsOwner && IsClient)
@ -17,6 +19,7 @@ public class PlayerScoreComponent : NetworkBehaviour
{ {
ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId); ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId);
} }
serverCharacter=GetComponent<ServerCharacter>();
} }
public void UpdateScore(int newScore) public void UpdateScore(int newScore)

@ -8,7 +8,7 @@ public class ScoreManager : NetworkBehaviour
{ {
public static ScoreManager Instance { get; private set; } public static ScoreManager Instance { get; private set; }
private Dictionary<ulong, int> playerScores = new Dictionary<ulong, int>(); public Dictionary<ulong, int> playerScores = new Dictionary<ulong, int>();
private void Awake() private void Awake()
{ {

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