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52 行
1.6 KiB
52 行
1.6 KiB
using System.Collections.Generic;
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using TMPro;
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using Unity.Netcode;
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using UnityEngine;
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namespace LobbyRelaySample.ngo
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{
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// TODO: I'm using host and server interchangeably...
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/// <summary>
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/// Used by the host to actually track scores for all players, and by each client to monitor for updates to their own score.
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/// </summary>
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public class Scorer : NetworkBehaviour
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{
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// TODO: Most of the ints could be bytes?
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private Dictionary<ulong, int> m_scoresByClientId = new Dictionary<ulong, int>();
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private ulong m_localId;
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[SerializeField] private TMP_Text m_scoreOutputText = default;
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public override void OnNetworkSpawn()
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{
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m_localId = NetworkManager.Singleton.LocalClientId;
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AddClient_ServerRpc(m_localId);
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}
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[ServerRpc(RequireOwnership = false)]
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private void AddClient_ServerRpc(ulong id)
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{
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if (!m_scoresByClientId.ContainsKey(id))
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m_scoresByClientId.Add(id, 0);
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}
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public void ScoreSuccess(ulong id)
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{
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m_scoresByClientId[id] += 5;
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UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]);
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}
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public void ScoreFailure(ulong id)
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{
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m_scoresByClientId[id] -= 1;
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UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]);
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}
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[ClientRpc]
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private void UpdateScoreOutput_ClientRpc(ulong id, int score)
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{
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if (m_localId == id)
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m_scoreOutputText.text = score.ToString("00");
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}
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}
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}
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