private void CreateEntry(PlayerBehaviour pb) { LeaderboardsEntry entry = Instantiate(entryPrefab.gameObject, transform.position, Quaternion.Euler(0, 0, 0), leaderboardParent.transform).GetComponent <LeaderboardsEntry>(); entry.gameObject.GetComponent <RectTransform>().localRotation = Quaternion.Euler(0, 0, 0); entry.SetEndScoreText(pb); leaderEntrys.Add(entry); }
public void CreateEndGameUI() { //disable controll buttons //create first entry LeaderboardsEntry _entry = Instantiate(entryPrefab.gameObject, transform.position, Quaternion.Euler(0, 0, 0), leaderboardParent.transform).GetComponent <LeaderboardsEntry>(); _entry.gameObject.GetComponent <RectTransform>().localRotation = Quaternion.Euler(0, 0, 0); _entry.SetCustomNames("Name", "Score", "Kills", "Assists", "Deaths", "Damage Done", "K/D"); //LANGTODO _entry.ShowScore(); PlayerBehaviour[] tempPlayers = MatchManager.SP.GetAllPlayers; Array.Sort(tempPlayers, delegate(PlayerBehaviour x, PlayerBehaviour y) { return(y.GetMatchKills.CompareTo(x.GetMatchKills)); }); for (int i = 0; i < tempPlayers.Length; i++) { Debug.Log("endGame: " + tempPlayers[i].PlayerName + " kills: " + tempPlayers[i].GetMatchKills); CreateEntry(tempPlayers[i]); } //LANGTODO: if (tempPlayers[0] == GameManager.SP.GetPlayerB) { //Player won winText.text = "You Won!"; GameManager.SP.playerData.wins++; } else { winText.text = "You Lose!"; GameManager.SP.playerData.loses++; } GameManager.SP.SaveGame(); //gridGroup.enabled = false; //Animation here Debug.Log("End game animation comes here"); for (int i = 0; i < leaderEntrys.Count; i++) { leaderEntrys[i].SetAlpha(0); leaderEntrys[i].ShowScore(); } }