Kill, Double Kill, Triple Kill! How I put this in the game?

Hi people,
I made a script to put a kill, Double Kill, Triple Kill (voice) in the game. However Doesn´t work… Someone can help me, writing a right script for me!
Below is the script I made.
Thanks!

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

[RequireComponent(typeof(PlayerSetup))]
public class Player : NetworkBehaviour {

	[SyncVar]
	private bool _isDead = false;
	public bool isDead
	{
		get { return _isDead; }
		protected set { _isDead = value; }
	}

    [SerializeField]
    private int maxHealth = 100;

    [SyncVar]
    private int currentHealth;

	public float GetHealthPct ()
	{
		return (float)currentHealth / maxHealth;
	}

	[SyncVar]
	public string username = "Loading...";

	public int kills;
	public int deaths;

	[SerializeField]
	private Behaviour[] disableOnDeath;
	private bool[] wasEnabled;

	[SerializeField]
	private GameObject[] disableGameObjectsOnDeath;

	[SerializeField]
	private GameObject deathEffect;

	[SerializeField]
	private GameObject spawnEffect;

    private bool firstSetup = true;


	public AudioSource audioPlayer;
	public AudioClip[] killStreakSounds;
	int currentStreak = 0;
	float killTimer = 0;
	const float streakReset = 1;

	public void SetupPlayer ()
    {
		if (isLocalPlayer)
		{
			//Switch cameras
			GameManager.instance.SetSceneCameraActive(false);
			GetComponent<PlayerSetup>().playerUIInstance.SetActive(true);
		}

		CmdBroadCastNewPlayerSetup();
    }

	[Command]
	private void CmdBroadCastNewPlayerSetup ()
	{
		RpcSetupPlayerOnAllClients();
    }

	[ClientRpc]
	private void RpcSetupPlayerOnAllClients ()
	{
		if (firstSetup)
		{
			wasEnabled = new bool[disableOnDeath.Length];
			for (int i = 0; i < wasEnabled.Length; i++)
			{
				wasEnabled _= disableOnDeath*.enabled;*_

* }*

* firstSetup = false;*
* }*

* SetDefaults();*
* }*

* //void Update()*
* //{*
// if(KillTimer > 0)
// {
// KillTimer -= Time.deltaTime;
* // if(KillTimer <= 0) ResetStreak();*
// }

// if (!isLocalPlayer)
// return;

// if (Input.GetKeyDown(KeyCode.K))
// {
// RpcTakeDamage(99999);
// }
//}

[ClientRpc]
public void RpcTakeDamage (int _amount, string _sourceID)
{
* if (isDead)*
* return;*

currentHealth -= _amount;

Debug.Log(transform.name + " now has " + currentHealth + " health.");

* if (currentHealth <= 0)*
* {*
* Die(sourceID);
_
}*

}

* private void Die(string sourceID)
_
{*

* isDead = true;*

* Player sourcePlayer = GameManager.GetPlayer(sourceID);
_
if (sourcePlayer != null)*

* {*
* sourcePlayer.kills++;*
* GameManager.instance.onPlayerKilledCallback.Invoke(username, sourcePlayer.username);*
* }*

* deaths++;*

* //Disable components*
* for (int i = 0; i < disableOnDeath.Length; i++)*
* {*
_ disableOnDeath*.enabled = false;
}*_

* //Disable GameObjects*
* for (int i = 0; i < disableGameObjectsOnDeath.Length; i++)*
* {*
_ disableGameObjectsOnDeath*.SetActive(false);
}*_

* //Disable the collider*
* Collider _col = GetComponent();
if (_col != null)
_col.enabled = false;*

* //Spawn a death effect*
* GameObject _gfxIns = (GameObject)Instantiate(deathEffect, transform.position, Quaternion.identity);
Destroy(_gfxIns, 3f);*

* //Switch cameras*
* if (isLocalPlayer)*
* {*
* GameManager.instance.SetSceneCameraActive(true);*
* GetComponent().playerUIInstance.SetActive(false);*
* }*

* Debug.Log(transform.name + " is DEAD!");*

* StartCoroutine(Respawn());*
* }*

* private IEnumerator Respawn ()*
* {*
* yield return new WaitForSeconds(GameManager.instance.matchSettings.respawnTime);*

* Transform _spawnPoint = NetworkManager.singleton.GetStartPosition();
transform.position = _spawnPoint.position;
transform.rotation = _spawnPoint.rotation;*

* yield return new WaitForSeconds(0.1f);*

* SetupPlayer();*

* Debug.Log(transform.name + " respawned.");*
* }*

public void SetDefaults ()
{
* isDead = false;*

currentHealth = maxHealth;

* //Enable the components*
* for (int i = 0; i < disableOnDeath.Length; i++)*
* {*
disableOnDeath_.enabled = wasEnabled*;
}*_

* //Enable the gameobjects*
* for (int i = 0; i < disableGameObjectsOnDeath.Length; i++)*
* {*
_ disableGameObjectsOnDeath*.SetActive(true);
}*_

* //Enable the collider*
* Collider _col = GetComponent();
if (_col != null)
_col.enabled = true;*

* //Create spawn effect*
* GameObject gfxIns = (GameObject)Instantiate(spawnEffect, transform.position, Quaternion.identity);
Destroy(gfxIns, 3f);*
* }*

* private void Die()*
{
* audioPlayer.PlayOneShot(killStreakSounds[currentStreak]);*
* if (currentStreak < killStreakSounds.Length - 1) currentStreak++;*
* killTimer = streakReset;*
}

void ResetStreak() // Call this when your character dies
{
* currentStreak = 0;*
* killTimer = 0;*
}

}

HI, hey that’s not working, can you help me ?



Huge code incoming


:confused:


Sorry but…