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                        public void OnKillEvent_ServerOnly(PhotonPlayer player)
    {
    case MatchTypeInfo.TDM:
                if (player != null)
                {
                    var hash = player.customProperties;
                    if (hash != null)
                    {
                        var team = (int) hash["team"];
                        var realScore = match.GetTeamScores();
                        var teamAScor = team == 0 ? realScore.x + TeamDeathScores : realScore.x;
                        var teamBScor = team == 1 ? realScore.y + TeamDeathScores : realScore.y;
                        //DebugModule("Kill Processed On Server completed: " + team + "// " + teamAScor + "/" + teamBScor);
                        match.ChangeTeamScores((int)teamAScor, (int)teamBScor);
                    }
                    else
                    {
                        Debug.LogError("OnKillEvent_ServerOnly ERROR Team hash");
                    }
                }
                break;
}  {
//через 500 строк кода
   private void LocalUpdate()
    { 
    if (Application.isEditor)
        {
            if (Input.GetKeyDown(KeyCode.Y))
            {
                switch (MatchType)
                {
                    case MatchTypeInfo.TDM:
                        ChangeTeamScores((int)(_teamScores.x - 1), (int)(_teamScores.y - 1), true);
                        break;   }
                SendTeamScoresToUI();
            }
        }
   switch (MatchType)
        {
            case MatchTypeInfo.TDM:
               // DebugModule("Load TDM type game");
                break;
}
}
//ещё 500 строк
 public void ChangeTeamScores(int a, int b, bool force = false)
    {
        if (PhotonNetwork.isMasterClient)
        {
            // check server rules
            var rules = GetGameRules();
            if (rules != null)
            {
                if (!rules.CheckPlayerCountRules() && !force)
                {
                    Debug.LogError("Game is not started, beacuse server has no players: " + rules.MinimumPlayerToPlay + "/" +
                                   PhotonNetwork.room.playerCount);
                    return;
                }
            }
            else
            {
                Debug.LogError("Rule error");
                return;
            }
            _teamScores.x = Mathf.Clamp(a, 0, float.MaxValue);
            _teamScores.y = Mathf.Clamp(b, 0, float.MaxValue);
            var matchIsCompleted = false;
            switch (MatchType)
            {
                case MatchTypeInfo.TDM:
                    matchIsCompleted = _teamScores.x <= 0 || _teamScores.y <= 0;
                    break;
            }
               if (matchIsCompleted)
            {
                Server_CallEndRound();
            }
            else
            {
                // Call Event??
              }
}
}
                                     
        
            Чтобы я ещё раз полез помогать инди-разработчикам, мать их за ногу.