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public void OnKillEvent_ServerOnly(PhotonPlayer player)
{
case MatchTypeInfo.TDM:
if (player != null)
{
var hash = player.customProperties;
if (hash != null)
{
var team = (int) hash["team"];
var realScore = match.GetTeamScores();
var teamAScor = team == 0 ? realScore.x + TeamDeathScores : realScore.x;
var teamBScor = team == 1 ? realScore.y + TeamDeathScores : realScore.y;
//DebugModule("Kill Processed On Server completed: " + team + "// " + teamAScor + "/" + teamBScor);
match.ChangeTeamScores((int)teamAScor, (int)teamBScor);
}
else
{
Debug.LogError("OnKillEvent_ServerOnly ERROR Team hash");
}
}
break;
} {
//через 500 строк кода
private void LocalUpdate()
{
if (Application.isEditor)
{
if (Input.GetKeyDown(KeyCode.Y))
{
switch (MatchType)
{
case MatchTypeInfo.TDM:
ChangeTeamScores((int)(_teamScores.x - 1), (int)(_teamScores.y - 1), true);
break; }
SendTeamScoresToUI();
}
}
switch (MatchType)
{
case MatchTypeInfo.TDM:
// DebugModule("Load TDM type game");
break;
}
}
//ещё 500 строк
public void ChangeTeamScores(int a, int b, bool force = false)
{
if (PhotonNetwork.isMasterClient)
{
// check server rules
var rules = GetGameRules();
if (rules != null)
{
if (!rules.CheckPlayerCountRules() && !force)
{
Debug.LogError("Game is not started, beacuse server has no players: " + rules.MinimumPlayerToPlay + "/" +
PhotonNetwork.room.playerCount);
return;
}
}
else
{
Debug.LogError("Rule error");
return;
}
_teamScores.x = Mathf.Clamp(a, 0, float.MaxValue);
_teamScores.y = Mathf.Clamp(b, 0, float.MaxValue);
var matchIsCompleted = false;
switch (MatchType)
{
case MatchTypeInfo.TDM:
matchIsCompleted = _teamScores.x <= 0 || _teamScores.y <= 0;
break;
}
if (matchIsCompleted)
{
Server_CallEndRound();
}
else
{
// Call Event??
}
}
}
Чтобы я ещё раз полез помогать инди-разработчикам, мать их за ногу.