1 using System.Collections.Generic;
2 using
UnityEngine;
3 using
System.Collections;
4 using
Hashtable = ExitGames.Client.Photon.Hashtable;
5
6
7 public
class PunPlayerScores : MonoBehaviour
8 {
9     
public const string PlayerScoreProp = "score";
10 }

11
12
13 static
class ScoreExtensions
14 {
15     
public static void SetScore(this PhotonPlayer player, int newScore)
16     {
17         Hashtable score =
new Hashtable(); // using PUN's implementation of Hashtable
18         score[PunPlayerScores.PlayerScoreProp] = newScore;
19
20         player.SetCustomProperties(score);
// this locally sets the score and will sync it in-game asap.
21     }
22
23     
public static void AddScore(this PhotonPlayer player, int scoreToAddToCurrent)
24     {
25         
int current = player.GetScore();
26         current = current + scoreToAddToCurrent;
27
28         Hashtable score =
new Hashtable(); // using PUN's implementation of Hashtable
29         score[PunPlayerScores.PlayerScoreProp] = current;
30
31         player.SetCustomProperties(score);
// this locally sets the score and will sync it in-game asap.
32     }
33
34     
public static int GetScore(this PhotonPlayer player)
35     {
36         
object teamId;
37         
if (player.customProperties.TryGetValue(PunPlayerScores.PlayerScoreProp, out teamId))
38         {
39             
return (int)teamId;
40         }
41
42         
return 0;
43     }
44 }


Hashtable score = new Hashtable(); using PUN's implementation of Hashtable

player.SetCustomProperties(score); this locally sets the score and will sync it in-game asap.

Hashtable score = new Hashtable(); using PUN's implementation of Hashtable

player.SetCustomProperties(score); this locally sets the score and will sync it in-game asap.




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