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using System.Collections.Generic;
using TMPro;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
// TODO: I'm using host and server interchangeably...
/// <summary>
/// Used by the host to actually track scores for all players, and by each client to monitor for updates to their own score.
/// </summary>
public class Scorer : NetworkBehaviour
{
// TODO: Most of the ints could be bytes?
private Dictionary<ulong, int> m_scoresByClientId = new Dictionary<ulong, int>();
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] += 5;
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");
}
}
}