/// <summary> /// Upon start this method sets the default values to be /// displayed on the status screen. /// </summary> void Start() { PlayerScript pScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScript> (); int myPNum = pScript.pNum; player1Stats.fillFields(); //the values should be set from characterStats? p2Joined = false; p3Joined = false; p4Joined = false; p2StatsGroup.gameObject.SetActive(false); p3StatsGroup.gameObject.SetActive(false); p4StatsGroup.gameObject.SetActive(false); NetworkManagerScript myNetwork = GameObject.FindObjectOfType <NetworkManagerScript> (); if (myNetwork != null) { allStats = myNetwork.GetComponentInChildren <AllNetworkedStats> (); if (allStats.gpas.Count > 1) { p2Joined = true; } if (allStats.gpas.Count > 2) { p3Joined = true; } if (allStats.gpas.Count > 3) { p4Joined = true; } } //These values need to be set based on number of players during multi-player game for (int i = 0; i < allStats.playerID.Count; i++) { if (myPNum != allStats.playerID [i]) { GPAs.Add(allStats.gpas [i]); standings.Add(allStats.standings [i]); playerNames.Add(allStats.pNames [i]); } } //call method to set visibility SetPlayerVisibility(p2StatsGroup, p2Joined, 0); SetPlayerVisibility(p3StatsGroup, p3Joined, 1); SetPlayerVisibility(p4StatsGroup, p4Joined, 2); }
public void CmdUpdateStats(int pID, float GPA, string standing, string pName) { myNetStats = gameObject.transform.parent.GetComponentInChildren <AllNetworkedStats> (); myNetStats.UpdateStats(pID, GPA, standing, pName); }