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Question by AnDrYuha · Apr 02, 2019 at 12:54 PM · c#multiplayermultiplayer-networkingkill player

Kill System, who killed who (UNET)

I already make kill system , and now console show who kill who , now I need make it in UI TEXT Here this code :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
  
 public class PlayerShooting : NetworkBehaviour {
  
         public int Damage = 25;
         public Camera cameraTR;
         private RaycastHit hit;
         private Ray ray;
  
         void Update ()
         {
                 if (Input.GetKeyDown (KeyCode.Mouse0))
                 {
                         Shoot();
                 }
         }
         void Shoot()
         {
                 ray = cameraTR.ScreenPointToRay (Input.mousePosition);
                 if (Physics.Raycast (ray, out hit, 1000))
                 {
                         if(hit.transform.tag == "Player")
                         {
                             
                                 string id = hit.transform.name;
                                 CmdShoot(id, Damage);
                         }
                 }
         }
         [Command]
         void CmdShoot(string Id, int dmg)
         {
                 GameObject go = GameObject.Find (Id);
                 go.GetComponent<PlayerSetup>().Killer = gameObject.name;
                 go.GetComponent<PlayerInfo> ().GetDamage (dmg);
         }
 }

And here code PlayerInfo :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
  
 public class PlayerInfo : NetworkBehaviour
 {
         [SyncVar] public int Health = 100;
         // Use this for initialization
         void Start ()
         {
                 transform.name = "Player " + GetComponent<NetworkIdentity> ().netId.ToString ();
         }
         void Update()
         {
 
                 if (Health <= 0)
                 {
                         GetComponent<PlayerSetup>().DisablePlayer();
                 }
         }
         public void GetDamage(int dmg)
         {
                 Health -= dmg;
         }
  
         void OnGUI()
         {
                 if (isLocalPlayer)
                 {
                         GUI.Label(new Rect(Screen.width-100,25,200,50),"Health: "+Health);
                 }
         }
 }

And PlayerSetup :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
  
 public class PlayerSetup : NetworkBehaviour {
        
         public Camera CharacterCamera;
         public AudioListener CharacterAudioListner;
         public Transform hand1;
         public Transform hand2;
         public Transform clientModel;
         private bool CanResp;
         private float timer;
         public float RespawnTime;
         public string Killer;
  
         void Start()
         {
                 EnablePlayer ();
         }
  
         void EnablePlayer()
         {
                 if (isLocalPlayer)
                 {
                         GetComponent<CharacterController> ().enabled = true;
                         GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController> ().enabled = true;
                         CharacterCamera.enabled = true;
                         CharacterAudioListner.enabled = true;
                         hand1.GetComponent<MeshRenderer> ().enabled = true;
                         hand2.GetComponent<MeshRenderer> ().enabled = true;
                         GetComponent<PlayerShooting>().enabled = true;
                 }
                 else
                 {
                         clientModel.gameObject.SetActive(true);
                 }
                 CanResp = false;
                 GetComponent<PlayerInfo> ().Health = 100;
                 transform.position = new Vector3 (0, 1.5f, 0);
         }
         public void DisablePlayer()
         {
                 Debug.Log(Killer +" kill " + gameObject.name);
                 GetComponent<CharacterController> ().enabled = false;
                 GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController> ().enabled = false;
                 CharacterCamera.enabled = false;
                 CharacterAudioListner.enabled = false;
                 hand1.GetComponent<MeshRenderer> ().enabled = false;
                 hand2.GetComponent<MeshRenderer> ().enabled = false;
                 GetComponent<PlayerShooting>().enabled = false;
                 clientModel.gameObject.SetActive(false);
                 CanResp = true;
         }
  
         void Update()
         {
                 if (CanResp)
                 {
                         timer+=Time.deltaTime;
                         if(timer>RespawnTime)
                         {
                                 timer = 0;
                                 EnablePlayer();
                         }
                 }
         }
 }

Now I need to display this text on UI TEXT so that all clients including the server can see it.

I showed everything , I hope what I get help :)

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Answer by Magso · Apr 02, 2019 at 03:45 PM

Make a boolean that turns true in the PlayerShooting script

 if(hit.transform.tag == "Player")
 {
     hit.transform.gameObject.GetComponent<PlayerSetup>().Killer = gameObject.name;
     isTheKiller = true;
     //...

and check for it in the PlayerInfo script

 if (Health <= 0 && GetComponent<PlayerShooting>().isTheKiller == true)
 {
     GetComponent<PlayerShooting>().isTheKiller = false;
     GetComponent<PlayerSetup>().DisablePlayer();
 }


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avatar image AnDrYuha · Apr 02, 2019 at 03:51 PM 0
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O$$anonymous$$, I already did it, now the problem is different, the message is output to the console as it should be both from the client’s side and from the server side, now I want to output this text to the UI text, now I’m trying to do it but to no avail . I wait for your answer !

avatar image AnDrYuha · Apr 02, 2019 at 03:58 PM 0
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I updated my script above, now you can see how I did it, now the biggest problem is to display this text on the UI TEXT

avatar image Magso AnDrYuha · Apr 02, 2019 at 04:38 PM 0
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add

 using UnityEngine.UI;

$$anonymous$$ake a 'text' variable

 public Text theText;

and change the text like this

 theText.text = $$anonymous$$iller +" kill " + gameObject.name;

avatar image AnDrYuha Magso · Apr 02, 2019 at 08:45 PM 0
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Okay , but when network manager instantiate player , that player doesn't to find theText , maybe me should use GameObject.Find("NameText").GetComponent<Text>().text = $$anonymous$$iller +" kill " + gameObject.name;, this text will be show in client and in server ? I think me should use [Command] and [RpcClient] .

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