unity – Easy methods to make an authoritative server assign flip order numbers to gamers as soon as they be part of?

unity – Easy methods to make an authoritative server assign flip order numbers to gamers as soon as they be part of?

[ad_1]

I am having bother creating and understanding Server code. At present, I am making an attempt to have every person who joins the Server be given a single digit ID that may then be used for figuring out flip order and various different issues (ex: specify whose card to put the place). Because it stands, I attempted a number of variations, however the debug message indicating who ought to go first would not print and could not consider a means for it to run DetermineFirstPlayer() after each gamers take part after the server is already present.

public class ServerManager : NetworkBehaviour
{
    public MyNetworkManager MyNetworkManager;
    personal Checklist<Card> cardPool = new Checklist<Card>();
    personal Checklist<Participant> gamers = new Checklist<Participant>();
    personal Dictionary<Participant, Checklist<Card>> playerHands = new Dictionary<Participant, Checklist<Card>>();
    personal Checklist<Card> gameBoard = new Checklist<Card>();
    personal Checklist<Card> graveyard = new Checklist<Card>();
    personal Dictionary<Participant, int> playerNumbers = new Dictionary<Participant, int>();
    personal int currentPlayerIndex = 0; // Index of the present participant within the gamers record

    // Methodology to find out the primary participant
    personal void DetermineFirstPlayer()
    {
        // Shuffle the record of gamers
        ShufflePlayers();

        // Get the primary and second gamers after shuffling
        Participant firstPlayer = gamers[0];
        Participant secondPlayer = gamers[1];

        // Set the primary participant as the present participant
        currentPlayerIndex = 0;

        // Log the names of the primary and second gamers
        Debug.Log("First participant: " + firstPlayer.playerName);
        Debug.Log("Second participant: " + secondPlayer.playerName);
    }

    // Methodology to shuffle the record of gamers
    personal void ShufflePlayers()
    {
        for (int i = 0; i < gamers.Depend; i++)
        {
            Participant temp = gamers[i];
            int randomIndex = Random.Vary(i, gamers.Depend);
            gamers[i] = gamers[randomIndex];
            gamers[randomIndex] = temp;
        }
    }

    // Methodology to initialize the sport

    // Methodology to deal with finish flip motion

    // Methodology to maneuver to the subsequent participant's flip

    // RPC methodology to replace the present participant's activate all shoppers

    // Methodology to deal with participant actions (e.g., taking part in a card, attacking, and so forth.)
}

[ad_2]

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply