public void UpdatePoints(GameObject kill, GameObject dead) { if (ActorsKills.ContainsKey(kill)) { ActorsKills[kill] += 1; KillTableUI.Instance.UpdateScore(kill, ActorsKills[kill]); if (ActorsKills[kill] == maxPointsToWin) { MatchOver(kill); } ActorsDeaths[dead] += 1; Scoreboard.Instance.UpdateScoreBoard(); } }
public void StartMatch() { GameObject player = Instantiate(playerPrefab, m_spawnPointManager.GetRandomSpawnPoint(true), playerPrefab.transform.rotation); SceneManager.MoveGameObjectToScene(player, gameObject.scene); ActorsKills.Add(player, 0); ActorsDeaths.Add(player, 0); for (int i = 0; i < numberOfEnemies; i++) { GameObject go = Instantiate(enemyPrefab, m_spawnPointManager.GetRandomSpawnPoint(true), enemyPrefab.transform.rotation); SceneManager.MoveGameObjectToScene(go, gameObject.scene); ActorsKills.Add(go, 0); ActorsDeaths.Add(go, 0); } }