using System.Collections.Generic; using TMPro; using Unity.Netcode; using UnityEngine; namespace LobbyRelaySample.ngo { // TODO: I'm using host and server interchangeably... /// /// Used by the host to actually track scores for all players, and by each client to monitor for updates to their own score. /// public class Scorer : NetworkBehaviour { // TODO: Most of the ints could be bytes? private Dictionary m_scoresByClientId = new Dictionary(); private ulong m_localId; [SerializeField] private TMP_Text m_scoreOutputText = default; public override void OnNetworkSpawn() { m_localId = NetworkManager.Singleton.LocalClientId; AddClient_ServerRpc(m_localId); } [ServerRpc(RequireOwnership = false)] private void AddClient_ServerRpc(ulong id) { if (!m_scoresByClientId.ContainsKey(id)) m_scoresByClientId.Add(id, 0); } public void ScoreSuccess(ulong id) { m_scoresByClientId[id] += 2; UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]); } public void ScoreFailure(ulong id) { m_scoresByClientId[id] -= 1; UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]); } [ClientRpc] private void UpdateScoreOutput_ClientRpc(ulong id, int score) { if (m_localId == id) m_scoreOutputText.text = score.ToString("00"); } } }