using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using Networking.Server; using Networking; using TMPro; using UnityEngine.SceneManagement; public class ScoreBoard : MonoBehaviour { public ClientList clientDataList; public List ConnectedClients; public GameObject[] players = new GameObject[4]; public GameObject[] scores = new GameObject[4]; public string nextScene; public GameObject MainScoreboard; private void Awake() { MainScoreboard.SetActive(false); } IEnumerator displayforSeconds(GameObject display, float time) { display.SetActive (true); yield return new WaitForSeconds(time); SceneManager.LoadScene("ServerTestScene"); } public void endGame() { ConnectedClients = clientDataList.ConnectedClients; ConnectedClients.Sort((a, b) => b.Score.CompareTo(a.Score)); for (int i = 0; i < ConnectedClients.Count; i++) { players[i].GetComponent().text = ConnectedClients[i].Name; scores[i].GetComponent().text = ConnectedClients[i].Score.ToString(); } StartCoroutine(displayforSeconds(MainScoreboard, 5.0f)); } }