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