Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Borzi · Apr 07, 2014 at 05:06 PM · networkinglistclassforeachranking

Foreach - what am I doing wrong?

What I am trying to do: The class "Player" saves the stats for each individual. I am trying to find out the local player's rank in the match. I do this by making the variable "plRank" equal to the total amount of player's ingame (this works perfectly fine) and then subtract (--) for each player that has a lower score than the player. For some reason, this value always ends up being "0". Anybody know why?

 [RPC]
     void ShowMyKill(string MyName)
     {
     //MyPlayer.Score += 100;
     NetworkManager.GetPlayer(MyName).Score += 100;
     NetworkManager.GetPlayer(MyName).Kills ++;
     MyPlayer.plRank = NetworkManager.Instance.PlayerList.Count;
     Debug.Log(MyPlayer.plRank + " b4 getting rank");
     foreach(Player pl in NetworkManager.Instance.PlayerList)
         {
         if(pl.Score <= MyPlayer.Score)
             {
             MyPlayer.plRank --;
             }
         }
     GUIManager.Instance.CurRank = MyPlayer.plRank;
     Debug.Log(MyPlayer.plRank + " after getting Rank");
     }
Comment
Add comment · Show 12
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image perchik · Apr 07, 2014 at 05:31 PM 0
Share

I assume the debug on line 7 prints out something other than 0?

avatar image Borzi · Apr 07, 2014 at 05:45 PM 0
Share

That is correct.

avatar image Borzi · Apr 07, 2014 at 06:28 PM 1
Share

Yes. Your debug actually revealed a lot of very odd bugs in the script....damn -.- First off, the player was also comparing their own score with themselves which partly explains why they would subtract an extra rank...there is another reason but that has nothing to do with the question. Argghhh the joys of coding xD

avatar image Borzi · Apr 07, 2014 at 06:43 PM 1
Share

Another update (sorry these are going out quick): After I killed the player 2 times in a row, the whole thing worked properly. I think that the problem was due to the fact that things were not sent around quick enough and therefore the engine did not have a value to insert for the other player. I'll have to see what I can do about it.

avatar image perchik · Apr 07, 2014 at 06:52 PM 1
Share

I'd guess the problem is when a player's score is unset it might evaluate to higher than the user's score

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by perchik · Apr 07, 2014 at 06:06 PM

yeah I'd do something like:

 Debug.Log(MyPlayer.plRank + " b4 getting rank");
     foreach(Player pl in NetworkManager.Instance.PlayerList)
        {
          Debug.Log("comparing against player:" + pl.name );
          Debug.Log("his score: "+pl.Score + " and mine: "+myPlayer.Score);
          
        if(pl.Score <= MyPlayer.Score)
          {  Debug.Log("before rank change " + MyPlayer.plRank);
          MyPlayer.plRank --;
             Debug.Log("after rank change" + myPlayer.plRank);
          }
        }
     Debug.Log("done comparing, my rank is now "+ myPlayer.plRank);
 
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Borzi · Apr 08, 2014 at 12:26 PM 1
Share

(Y) There you go.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

"Foreach" in an Array? 1 Answer

[CLOSED] When I use this code that I made, it adds to the item catalogue too? [CLOSED] 1 Answer

Can't use method from custom class during foreach 2 Answers

Using SyncVar on a generic List? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges