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Score.cs
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using UnityEngine;
using UnityEngine.Networking;
namespace uGameCore.Score {
public class Score : NetworkBehaviour {
public bool resetOnSceneChange = true;
[SyncVar(hook="KillScoreChanged")] private int numKills = 0;
[SyncVar(hook="DeathScoreChanged")] private int numDeaths = 0 ;
public int NumKills { get { return this.numKills; } set { numKills = value; } }
public int NumDeaths { get { return this.numDeaths; } set { numDeaths = value; } }
private Player m_player = null;
// Use this for initialization
void Start () {
m_player = GetComponent<Player> ();
}
void OnSceneChanged( SceneChangedInfo info ) {
if (!this.isServer)
return;
if (this.resetOnSceneChange) {
// reset player score
this.numKills = 0;
this.numDeaths = 0;
}
}
private void OnDied( Player playerWhoKilledYou ) {
if (!this.isServer)
return;
this.numDeaths++;
if (playerWhoKilledYou != null) {
if (m_player != playerWhoKilledYou) {
playerWhoKilledYou.GetComponent<Score>().numKills++;
}
}
}
private void KillScoreChanged( int newKills ) {
if (this.isServer)
return;
this.numKills = newKills;
}
private void DeathScoreChanged( int newDeaths ) {
if (this.isServer)
return;
this.numDeaths = newDeaths;
}
}
}