Closed AmmarTee closed 2 years ago
Done. This has been implemented and will be part of v0.3.6
release.
It is not fixed We are testing on the latest release
using UnityEngine;
using EMI.Utils;
using EMI.Managers;
using UnityEngine.UI;
using System.Collections;
using System.Linq;
namespace EMI.UI
{
/// <summary>
/// A very simple script showing how you can tie into the available callback and populate
/// a list of player names and tie it to their total kill count;
/// </summary>
public class KillCounterPlayerList : MonoBehaviour
{
#region Properties
[SerializeField, Tooltip("The text to update, if not supplied will try to auto populate")] protected Text textComp = null;
#endregion
#region Init
protected virtual void Start()
{
StartCoroutine(InitCallback());
if (textComp == null) textComp = GetComponent<Text>();
}
protected virtual IEnumerator InitCallback()
{
yield return new WaitUntil(() => KillCounterUI.instance != null);
KillCounterUI.instance.OnKillCounterUpdated += KillCountUpdated;
}
#endregion
#region KillCount Updated
/// <summary>
/// This is called every single time the killCounter is updated. //Default Broken
/// </summary>
//protected virtual void KillCountUpdated(Dictionary<int, int> killCounter)
//{
// string playerName;
// string tmpString = "";
// foreach (KeyValuePair<int, int> item in killCounter)
// {
// ClientConnection conn = ClientUtil.GetClientConnection(item.Key);
// playerName = (conn == null || string.IsNullOrEmpty(conn.playerName)) ? item.Key.ToString() : conn.playerName;
// //if((playerName[0])!='-'){
// //}
// //else
// //{
// // tmpString += $"{playerName} : {item.Value}\n";
// //}
// //if((playerName[0])=='-')
// //{
// //}
// //else
// tmpString += $"{playerName} : {item.Value}\n";
// }
// if (textComp) textComp.text = tmpString;
//}
//protected virtual void KillCountUpdated(Dictionary<int, int> killCounter) //Git Hub Broken
//{
// string playerName;
// string tmpString = "";
// Dictionary<string, int> playerNameDictionary = new Dictionary<string, int>();
// foreach (KeyValuePair<int, int> item in killCounter)
// {
// ClientConnection conn = ClientUtil.GetClientConnection(item.Key);
// playerName = (conn == null || string.IsNullOrEmpty(conn.playerName)) ? item.Key.ToString() : conn.playerName;
// playerNameDictionary.Add(playerName, item.Value);
// }
// foreach (KeyValuePair<string, int> item in playerNameDictionary.OrderByDescending(x => x.Key))
// {
// tmpString += $"{item.Key} : {item.Value}\n";
// }
// if (textComp) textComp.text = tmpString;
// Debug.Log(tmpString);
//}
//protected virtual void KillCountUpdated(Dictionary<int, int> killCounter) //Works
//{
// string playerName;
// string tmpString = "";
// foreach (KeyValuePair<int, int> item in killCounter)
// {
// ClientConnection conn = ClientUtil.GetClientConnection(item.Key);
// playerName = (conn == null || string.IsNullOrEmpty(conn.playerName)) ? item.Key.ToString() : conn.playerName;
// tmpString += $"{playerName} : {item.Value}\n";
// }
// if (textComp) textComp.text = tmpString;
//}
protected virtual void KillCountUpdated(Dictionary<int, int> killCounter) //Ammars
{
string playerName;
string tmpString = "";
Dictionary<string, int> playerNameDictionary = new Dictionary<string, int>();
foreach (KeyValuePair<int, int> item in killCounter)
{
ClientConnection conn = ClientUtil.GetClientConnection(item.Key);
playerName = (conn == null || string.IsNullOrEmpty(conn.playerName)) ? item.Key.ToString() : conn.playerName;
playerNameDictionary.Add(playerName, item.Value);
//tmpString += $"{playerName} : {item.Value}\n";
}
foreach (KeyValuePair<string, int> item in playerNameDictionary.OrderByDescending(x => x.Key))
{
tmpString += $"{item.Key} : {item.Value}\n";
}
if (textComp) textComp.text = tmpString;
Debug.Log(tmpString);
}
#endregion
}
}
It would be much preferred if dead players dissappear from the leaderboard
Or/And
If we could see all players in the server on the leaderboard with 0 kills as soon as they join