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- 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 ServerObject serverObj;
- public List<ClientData> 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);
- clientDataList.server.DisconnectAllConnections();
- serverObj.ServerClose();
- SceneManager.LoadScene("MainMenu Server");
- }
-
- 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<TextMeshProUGUI>().text = ConnectedClients[i].Name;
- scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Score.ToString();
- }
- StartCoroutine(displayforSeconds(MainScoreboard, 5.0f));
- }
- }
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