mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-05-15 07:39:42 -05:00
- End of timer goes to PostGame - Timer on PostGame returns to Lobby - Resets PlayerData on return to Lobby
64 lines
2.0 KiB
C#
64 lines
2.0 KiB
C#
using MLAPI;
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using MLAPI.Messaging;
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using MLAPI.SceneManagement;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class PlayerHUD : NetworkBehaviour
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{
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[SerializeField] private int raceTimer;
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public TMP_Text countdown_text;
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public GameObject RunnerHUD;
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public GameObject KingHUD;
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// Start is called before the first frame update
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void Start() {
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countdown_text.text = "Time Remaining: 00:00";
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StartCoroutine(RaceTimeCountdown());
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// Get all players in the scene
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GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
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// Find our player and enable their hud respectively
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foreach (GameObject character in playableCharacters) {
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if (character.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
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if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(NetworkManager.Singleton.LocalClientId, out string clientGuid)) {
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if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData)) {
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if (playerData.IsKing) {
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KingHUD.SetActive(true);
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} else {
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RunnerHUD.SetActive(true);
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}
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}
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}
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}
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}
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}
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IEnumerator RaceTimeCountdown() {
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for (int i = raceTimer; i >= 0; i--) {
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int minutes = i / 60;
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int seconds = i % 60;
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countdown_text.text = "Time Remaining: " + minutes.ToString("D2") + ":" + seconds.ToString("D2");
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yield return new WaitForSeconds(1f);
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}
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// Timer is over
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// Only have the host call the server RPC to it is only done once
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if (IsHost) {
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EndRoundServerRPC();
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}
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}
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[ServerRpc]
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private void EndRoundServerRPC() {
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NetworkSceneManager.SwitchScene("PostGame");
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}
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}
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