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Question by Madswint · Jan 27, 2015 at 10:34 AM · arraynetworkstringrpc

Making a GUI Label carrying a variable update when changed to all clients on network

So I have this script counting how many players are on each team, but I dont know the proper way of doing it. I figured I would wanna use arrays to hold track of how many players on each team and remove them when they disconnect, but I have no idea how.

Here's what I have atm.

using UnityEngine; using System.Collections;

public class SpawnManager : MonoBehaviour { public GameObject RunnerPlayer; public GameObject DeathPlayer;

 public string CurTeam = "";

 public GameObject SpawnPointRunner;
 public GameObject SpawnPointDeath;
 public int Runners = 0;
 public int Death = 0;
 public int MaxRunners;
 public int MaxDeath ;
 public float CenterW;
 public float CenterH;

 public bool NewRound = false;


 // Use this for initialization
 void Start () {

     CurTeam = "";    
     CenterW = Screen.width / 2 - 150;
     CenterH = Screen.height / 2 - 80;
 }
 
 // Update is called once per frame
 void Update () {
 
 }

 void OnGUI () {
     GUI.Label (new Rect (0, 0, 75, 50), "Runners: " + Runners);
     GUI.Label (new Rect (0, 20, 50, 50), "Death: " + Death);
     GUI.Box (new Rect (CenterW, CenterH, 300, 160), "Select Team");
     if (CurTeam == "") {
                     if (GUI.Button (new Rect (CenterW + 5, CenterH + 20, 290, 60), "Runner Team")) {
             Network.Instantiate (RunnerPlayer, SpawnPointRunner.transform.position,transform.rotation, 0);
             CurTeam = "Runner";
             Runners++;
                     }

                     if (GUI.Button (new Rect (CenterW + 5, CenterH + 120, 290, 60), "Death Team")) {
             Network.Instantiate (DeathPlayer, SpawnPointDeath.transform.position,transform.rotation, 0);
             CurTeam = "Death";
             Death++;
                     }
             }
     else
     
     if (NewRound == true)     {
         Respawn();
             }    
 }
 void OnDisconnectedFromServer(NetworkDisconnection info) {
     if (Network.isServer)
         Debug.Log("Local server connection disconnected");
     else
         if (info == NetworkDisconnection.LostConnection)
             Debug.Log("Lost connection to the server");
     if(CurTeam == "Runner") {
         Runners--;
     }
     
     if(CurTeam == "Death") {
         Death--;
     }
     else
         Debug.Log("Successfully diconnected from the server");
     if(CurTeam == "Runner") {
         Runners--;
     }
     
     if(CurTeam == "Death") {
         Death--;
     }
 }

 void Respawn() {

     if(CurTeam == "Runner") {
     Network.Instantiate (RunnerPlayer, SpawnPointRunner.transform.position,transform.rotation, 0);
         NewRound = false;
     }

     if(CurTeam == "Death") {
         Network.Instantiate (DeathPlayer, SpawnPointDeath.transform.position,transform.rotation, 0);
         NewRound = false;
     }
 }

}

Thanks in advance

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