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Countdown.cs
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Countdown.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Threading;
using UnityEngine.Networking;
public class Countdown : NetworkBehaviour
{
[SyncVar] public int timeLeft = 10;
[SyncVar] public bool masterTimer = false;
Countdown serverTimer;
public Text text;
public Button button;
public int MAX_PLAYERS = 2;
[SyncVar]
public int readyPlayers = 0;
public bool ready = false;
// Start is called before the first frame update
void Start()
{
/*
* Setting all timer settings for client and server
*/
// Host uses the timer and controls it
if (isServer)
{
if (hasAuthority)
{
serverTimer = this;
masterTimer = true;
}
}
else
{
Countdown clientTimer = FindObjectOfType<Countdown>();
if (clientTimer.masterTimer)
{
serverTimer = clientTimer;
}
}
/*
* ClientRPC can only be accessed from Server.
*/
// Client
if (isClient && !isServer)
{
Debug.Log("In client...");
CmdAddListener();
}
// Server
if (isServer)
{
Debug.Log("In server...");
RpcAddListener();
}
Time.timeScale = 1;
}
[ClientRpc]
void RpcSyncReadyPlayers(int players)
{
readyPlayers = players;
}
private void CmdAddListener()
{
button.onClick.AddListener(RoundStart);
}
private void RpcAddListener()
{
button.onClick.AddListener(RoundStart);
}
// Update is called once per frame
void Update()
{
if (isServer && !ready)
{
RpcSyncReadyPlayers(readyPlayers);
ready = true;
}
}
[ClientRpc]
void RpcSyncTimeLeft(int seconds)
{
timeLeft = seconds;
}
void RoundStart()
{
Debug.Log("You clicked ready button!");
readyPlayers++;
Debug.Log("Presses: " + readyPlayers);
if (readyPlayers == MAX_PLAYERS)
{
StartCoroutine("LoseTime");
}
Destroy(button.gameObject);
}
IEnumerator LoseTime()
{
Debug.Log("LoseTime has started!");
while(timeLeft > 0)
{
yield return new WaitForSeconds(1);
// Server timer controls time
if (masterTimer)
{
timeLeft--;
text.text = "Planning Time Left: " + timeLeft;
Debug.Log("Time Left: " + timeLeft);
}
// Everyone updates their own time accordingly
if (hasAuthority)
{
if (serverTimer)
{
timeLeft = serverTimer.timeLeft;
}
else
{
Countdown clientTimer = FindObjectOfType<Countdown>();
if (clientTimer.masterTimer)
{
serverTimer = clientTimer;
}
Debug.Log("Client Time Left: " + serverTimer.timeLeft);
}
}
}
}
}