void OnPlayerKilled(string data) { HealthChangeJson userJson = HealthChangeJson.CreateFromJson(data); print("Player killed another player: " + userJson.killerName); Destroy(GameObject.Find(userJson.name)); leaderboardManager.ChangeScore(userJson.killerName, "kills", userJson.killerCount); }
void OnOtherPlayerDisconnect(string data) { HealthChangeJson userJson = HealthChangeJson.CreateFromJson(data); print("Player disconnected: " + userJson.name); Destroy(GameObject.Find(userJson.name)); leaderboardManager.ChangeScore(userJson.name, "kills", -1); }
private void OnProjectileDamage(string data) { HealthChangeJson hcJSON = HealthChangeJson.CreateFromJson(data); GameObject playerDealtTo = GameObject.Find(hcJSON.name); if (playerDealtTo != null) { //Works for local player receiving damage from bullets //Possibly improve on this area so that damage is applied to enemy instances? HealthBar dealtToHealthBar = playerDealtTo.GetComponent <HealthBar>(); dealtToHealthBar.TakeDamage(hcJSON.damage); if (hcJSON.killerName != null) { leaderboardManager.ChangeScore(hcJSON.killerName, "kills", hcJSON.killerCount); } } }
void OnPlayerDamage(string data) { print("Player was damaged"); HealthChangeJson hcJSON = HealthChangeJson.CreateFromJson(data); // todo player damage, use UserHealthJson or HealthChangeJson? // send message with damage = true and calculate damage and possible kill in server GameObject playerDealtTo = GameObject.Find(hcJSON.name); if (playerDealtTo != null) { //Works for local player receiving damage from bullets //Possibly improve on this area so that damage is applied to enemy instances? HealthBar dealtToHealthBar = playerDealtTo.GetComponent <HealthBar>(); dealtToHealthBar.TakeDamage(hcJSON.damage); if (hcJSON.killerName != null) { leaderboardManager.ChangeScore(hcJSON.killerName, "kills", 1); } } }