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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/PlayerScoreComponent.cs

35 lines
1.1 KiB
C#

using UnityEngine;
using Unity.Netcode;
public class PlayerScoreComponent : NetworkBehaviour
{
public int CurrentScore { get; private set; }
public override void OnNetworkSpawn()
{
if (IsOwner && IsClient)
{
Debug.Log($"[PlayerScoreComponent] Requesting score initialization for Player {OwnerClientId}");
ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId);
}
// For the server player (host), ensure the PlayerScoreComponent is registered properly
if (IsServer && OwnerClientId == NetworkManager.Singleton.LocalClientId)
{
ScoreManager.Instance?.InitializePlayerScoreServerRpc(OwnerClientId);
}
}
public void UpdateScore(int newScore)
{
CurrentScore = newScore;
Debug.Log($"[PlayerScoreComponent] Player {OwnerClientId} score updated to {newScore}.");
UpdateScoreUI();
}
private void UpdateScoreUI()
{
// Update the player's score display in the UI.
Debug.Log($"[PlayerScoreComponent] Updated score UI for Player {OwnerClientId}: {CurrentScore}");
}
}