using FishNet.Object; using FishNet.Object.Synchronizing; using TMPro; using UnityEngine; public class PointsText : NetworkBehaviour { public TMP_Text text; [SyncVar] public float destroyTime = 2f; [SyncVar] public float upSpeed = 2f; [SyncVar] private float _destroyOnTime; private void Start() { if (!IsServer) return; _destroyOnTime = Time.time + destroyTime; } public void Update() { if (!IsServer) return; if (_destroyOnTime <= Time.time) { Despawn(gameObject, DespawnType.Pool); } float step = upSpeed * Time.deltaTime; var position = transform.position; transform.position = Vector3.MoveTowards(position, new Vector3(position.x, position.y + 1f, position.z), step); } [ObserversRpc] public void SetPoints(float points) { text.text = $"+{points}"; } }