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Question by raluca1s · Apr 06, 2020 at 11:43 AM · unity 5photon

Deaths count multiplayer game and kills

I make a 2d game multiplayer using photon and I don't know how to combine my scripts so my player to able too see how many players he killed and how many time he died. I made this script for deaths count but it doesn't work and I don't know how to add it to my character script .

  using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using UnityEngine.UI;
     using Photon;
     using Photon.Pun;
 
 
 
 
     public class DeathsCount : MonoBehaviourPunCallbacks
     {
 
         public Text countText;
         public int deathcount;
 
 
 
          void Start()
         {
             if (photonView.IsMine)
             {
                 deathcount = 0;
                 CmdDeathsCount();
             }
             else
             {
 
             }
         }
         void CmdDeathsCount()
         {
             if(photonView.IsMine)
             {
                 return;
                
             }
             else
             {
 
             }
             countText.text = "Death: " + deathcount.ToString();
         }
         [PunRPC]
         void RpcRespawn()
         {
             if (photonView.IsMine)
             {
 
                 deathcount = deathcount + 1;
                 CmdDeathsCount();
             }
         }
     }

`and this is my character script

 using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using UnityStandardAssets.CrossPlatformInput;
     using Photon.Pun;
     using Photon.Realtime;
     using Photon;
     using UnityEngine.UI;
 
 
     public class Character : MonoBehaviourPun,IPunObservable
     {
 
         Rigidbody2D rb;
         float dirX;
         
         [SerializeField]
         float moveSpeed = 5f, jumpForce = 400f, bulletSpeed = 500f;
 
         [SerializeField] private float health = 100;
         [SerializeField] private Slider slider;
         [SerializeField] private Gradient gradient;
         [SerializeField] private Image fill;
         public Rigidbody2D bulletPrefabs;
         Vector3 localScale;
        
         public Transform barrel;
         public Rigidbody2D bullet;
        
         // Use this for initialization
         void Start()
         {
             localScale = transform.localScale;
             rb = GetComponent<Rigidbody2D>();
             if (photonView.IsMine)
             {
                 
                 
             }
             else
             {
 
             }
         }
         
 
         public float Health
         {
             get { return health; }
             set
             {
                 health = value;
                 slider.value = health;
                // fill.color = gradient.Evaluate(slider.normalizedValue);
             }
         }
 
         private void OnTriggerEnter2D(Collider2D col)
         {
             if (col.gameObject.CompareTag("Hurt"))
             {
                 if (photonView.IsMine)
                 {
                     photonView.RPC("Damage", RpcTarget.All);
                 }
             }
             if (col.gameObject.tag == "PowerUp")
             {
                 if (photonView.IsMine)
                 {
                     var powerup = col.GetComponent<PowerUp>();
                     powerup.Pickup(this);
                 }
                 else
                 {
 
                 }
 
             }
             if (col.gameObject.CompareTag("Bullet"))
             {
                 if (photonView.IsMine)
                 {
                     bullet = bulletPrefabs;
                 }
             }
             else
             {
 
             }
         }
 
         [PunRPC]
         void Damage()
         {
             Health -= 20;
         }
         // Update is called once per frame
         void Update()
         {
             if (photonView.IsMine)
             {
                 dirX = CrossPlatformInputManager.GetAxis("Horizontal");
                 if (dirX != 0)
                 {
                     barrel.up = Vector3.right * Mathf.Sign(dirX);
                 }
 
                 if (CrossPlatformInputManager.GetButtonDown("Jump"))
                     Jump();
 
                 if (CrossPlatformInputManager.GetButtonDown("Fire1"))
                     Fire();
                 
             }
             else
             {
 
             }
         }
 
         void FixedUpdate()
         {
             if (photonView.IsMine)
             {
                 rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
             }
         }
 
 
 
 
         void Jump()
         {
             if (photonView.IsMine)
             {
                 if (rb.velocity.y == 0)
                     rb.AddForce(Vector2.up * jumpForce);
             }
         }
 
         void Fire()
         {
             if (photonView.IsMine)
             {
                 var firedBullet = Instantiate(bullet, barrel.position, barrel.rotation);
                 firedBullet.AddForce(barrel.up * bulletSpeed);
             }
         }
 
         public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
         {
             if (stream.IsWriting)
             {
                 stream.SendNext(Health);
             }
             else if (stream.IsReading)
             {
                 Health = (float)stream.ReceiveNext();
             }
         }
         public void SetMaxHealth(int value)
         {
             if (photonView.IsMine)
             {
                 slider.maxValue = value;
                 // The property handles the rest anyway
                 Health = value;
             }
 
         }
     }
 


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Answer by $$anonymous$$ · Jun 29, 2020 at 01:18 PM

did you find the solution ?

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