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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 List<ClientData> ConnectedClients;
public GameObject FirstPlaceName;
public GameObject FirstPlaceScore;
public GameObject SecondPlaceName;
public GameObject SecondPlaceScore;
public GameObject ThirdPlaceName;
public GameObject ThirdPlaceScore;
public GameObject FourthPlaceName;
public GameObject FourthPlaceScore;
public string nextScene;
public GameObject MainScoreboard;
IEnumerator displayforSeconds(GameObject display, float time)
{
display.SetActive (true);
yield return new WaitForSeconds(time);
SceneManager.LoadScene(nextScene);
}
public void endGame()
{
ConnectedClients = clientDataList.ConnectedClients;
ConnectedClients.Sort((a, b) => b.Score.CompareTo(a.Score));
FirstPlaceName.GetComponent<TextMeshProUGUI>().text = ConnectedClients[0].Name;
FirstPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[0].Score.ToString();
SecondPlaceName.GetComponent<TextMeshProUGUI>().text = ConnectedClients[1].Name;
SecondPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[1].Score.ToString();
ThirdPlaceName.GetComponent<TextMeshProUGUI>().text = ConnectedClients[2].Name;
ThirdPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[2].Score.ToString();
FourthPlaceName.GetComponent<TextMeshProUGUI>().text = ConnectedClients[3].Name;
FourthPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[3].Score.ToString();
StartCoroutine(displayforSeconds(MainScoreboard, 10.0f));
}
}