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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Mirror; using TMPro; public class PlayerControllers : NetworkBehaviour { public GameObject menu; public int bulletdamage = 5; public sbyte moveSpeed = 5; public int score; public Rigidbody2D rb; Vector2 movement; public int health; public string altimizdakitext; public TMP_Text altimizdakitextobject; private void Start() { if(isLocalPlayer) menu = GameObject.FindGameObjectWithTag("Respawn"); } private void Update() { if (isLocalPlayer) { Cmdservere(health, score); if (Input.GetKeyDown(KeyCode.Space)) { health -= 1; } movement.x = Input.GetAxisRaw("Horizontal"); movement.y = Input.GetAxisRaw("Vertical"); } if (health <= 0) { NetworkServer.Destroy(gameObject); } } [Command] public void Cmdservere(int healthx, int scorex) { health = healthx; score = scorex; Cmdcliente(healthx, scorex); } [ClientRpc] public void Cmdcliente(int healthx, int scorex) { altimizdakitext = "Health: " + healthx + " Nick: nothing " + "Score: " + scorex; altimizdakitextobject.text = altimizdakitext; } private void OnDestroy() { if (isLocalPlayer) menu.SetActive(true); } private void FixedUpdate() { rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime); } }
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