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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/PlayerScoreComponent.cs

38 lines
1.2 KiB
C#

using UnityEngine;
using Unity.Netcode;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
public class PlayerScoreComponent : NetworkBehaviour
{
public int CurrentScore { get; private set; }
public ServerCharacter serverCharacter;
public int m_index;
public PlayerItem playerItem;
public override void OnNetworkSpawn()
{
if (IsOwner)
{
Debug.Log($"[PlayerScoreComponent] Requesting score initialization for Player {OwnerClientId}");
ScoreManager.Instance?.InitializeAndSyncPlayerServerRpc(OwnerClientId, serverCharacter.uIStateDisplayHandler.m_UIState.playerName);
}
serverCharacter = GetComponent<ServerCharacter>();
}
public void UpdateScore(int newScore)
{
CurrentScore = newScore;
Debug.Log($"[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}");
}
//private void OnDestroy()
//{
// Destroy(playerItem.gameObject);
//}
}