public void StartWorld() { timer.StopTimer(); timer.ResetTimer(); rotation.canRotate = false; rotation.Reset(); player.Disable(); entry.transform.position = player.transform.position; foreach (var s in shrinkingTiles) { s.Reset(); } if (teleports != null && teleports.Length > 0) { foreach (var t in teleports) { t.Reset(); } } StartCoroutine(ScaleTeleport()); StartCoroutine(SpawnPlayer()); }
private void PlayerLostAllLives() { levelTimer.StopTimer(); ChangeGameState(GameState.GameOver); CoreConnector.GameManager.gameVariables.StoreTotalBricksBroken(); var playersFinalScore = CoreConnector.GameManager.scoreManager.playerScore; // not doing with the players final score. But here it is! Debug.Log("players final score:" + playersFinalScore); CoreConnector.UIManager.DisplayScreen(UIScreens.GameOver); }
public void LoadLevel() { if (_canvasType == CanvasType.LevelEnd) { _levelTimer.StopTimer(); } SceneManager.LoadScene(_levelToLoad); }
public void LevelFinished() { if (timer.enoughTime) { ShowVictoryMenu(); } else { ShowGameOverMenu(); } timer.StopTimer(); }
/* * Desc: Stops the level -- Stops the timer and stops spawning gophers, also destroys any that were left in the scene */ private void EndLevel() { // Set end level screen, disable gameplay screen //screenGamePlay.SetActive(false); screenEnd.SetActive(true); // Disable gameplay cursor gameplayCursor.SetActive(false); _levelTimer.StopTimer(); StopSpawningGophers(); }
void Die() { agent.enabled = false; //gameObject.layer = 9; this is supposed to make the monster walkable after it dies //gameObject.GetComponentInChildren<GameObject>().layer = 9; StopCoroutine(fight); StopCoroutine(chase); StartCoroutine(Death()); dontRotate = true; time = timer.StopTimer(); anim.SetBool("isDead", true); }
void Update() { if (activeSpawner.allWavesDestroyed) { GameControl.instance.player.LevelProgress = 100; timer.StopTimer(); } if (AlienShooter.GameControl.instance.player.LevelProgress >= 100 && !gameOverLoaded) { gameOverLoaded = true; StartCoroutine(EndLevel()); } timer.UpdateTimer(); // GameControl.instance.player.LevelTime = timer.ToString(); GameControl.instance.player.LevelTimeMilliseconds = timer.millisecondsPassed; }
private void OnLevelTimerTicked() { currentTimer -= 1; if (currentTimer <= 1) { if (TimerOneSecLeft != null) { TimerOneSecLeft(); } } if (currentTimer <= 0) { timer.StopTimer(); CheckIfLevelCompleted(); } Debug.Log("currentTimer " + currentTimer); }
// Update is called once per frame void Update() { if (startedScaling) { player.transform.position = transform.position; return; } else if (reachedByPlayer) { Vector2 to = transform.position - player.transform.position; float dist = to.magnitude; Vector3 heading = to / dist; player.rigidbody2d.isKinematic = true; player.rigidbody2d.velocity = Vector2.zero; if (!startedScaling && dist < 0.15f) { levelTimer.StopTimer(); if (onGoalReached != null) { onGoalReached(); } startedScaling = true; StartCoroutine(ScaleGoal()); StartCoroutine(ScalePlayer()); } else { player.transform.position += heading * attractionForce * Time.deltaTime; } } }