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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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