Beispiel #1
0
 public void ComsumeLive()
 {
     if (!GloableVeribale.PlayOn)
     {
         LivesManager.ConsumeLife();
     }
 }
Beispiel #2
0
 public void SpendLife(int count)
 {
     if (GetLife() > 0)
     {
         /*lifes -= count;
          * PlayerPrefs.SetInt("Lifes", lifes);
          * PlayerPrefs.Save();*/
         _lifeManager.ConsumeLife();
     }
     //else
     //{
     //    GameObject.Find("Canvas").transform.Find("RestoreLifes").gameObject.SetActive(true);
     //}
 }
Beispiel #3
0
 /// <summary>
 /// Play button event handler.
 /// </summary>
 public void OnButtonPressed()
 {
     if (LivesManager.ConsumeLife())
     {
         // Go to your game!
     }
     else
     {
         // Tell player to buy lives, then:
         // LivesManager.GiveOneLife();
         // or
         // LivesManager.FillLives();
     }
 }
Beispiel #4
0
 /// <summary>
 /// Play (consume life) button event handler.
 /// </summary>
 public void OnButtonConsumePressed()
 {
     if (LivesManager.ConsumeLife())
     {
         // Go to your game!
         Debug.Log("A life was consumed and the player can continue!");
         ResultDisplay.Show(true);
     }
     else
     {
         // Tell player to buy lives, then:
         // LivesManager.GiveOneLife();
         // or
         // LivesManager.FillLives();
         Debug.Log("Not enough lives to play!");
         ResultDisplay.Show(false);
     }
 }
Beispiel #5
0
    void Update()
    {
        tail.transform.localPosition = new Vector3(0.9640498f, -1.442163f, 0);

        if (disabledState == 0)
        {
            foreach (SpriteRenderer skin in skins)
            {
                skin.color = new Color32(255, 255, 255, 255);
            }
        }
        else if (disabledState == 1)
        {
            foreach (SpriteRenderer skin in skins)
            {
                skin.color = new Color32(255, 255, 255, 255);
            }
        }
        else if (disabledState == 2)
        {
            foreach (SpriteRenderer skin in skins)
            {
                skin.color = new Color32(255, 255, 0, 255);
            }
        }
        else if (disabledState == 3)
        {
            foreach (SpriteRenderer skin in skins)
            {
                skin.color = new Color32(148, 30, 30, 255);
            }
        }



        if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began))
        {
            if ((EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) && (inTut == false))
            {
                Debug.Log("Hit UI, Ignore Touch");
            }
            else
            {
                target       = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                target.z     = transform.position.z;
                currentPos   = transform.position;
                currentPos.z = transform.position.z;
                //chck for collisions in the direction of click
                if (disabledState == 0)
                {
                    RaycastHit2D hit = Physics2D.Raycast(target, Vector3.up, distance, hits);
                    if (hit.collider != null && opening == false)
                    {
                        StartCoroutine(hookshot(hit.point, currentPos));
                        line.enabled = true;
                        SnakeHead.SetActive(true);
                    }
                    else if (hit.collider != null && opening == true)
                    {
                        if (livesManager.ConsumeLife())
                        {
                            gm.business = true;
                            StartCoroutine(hookshot(hit.point, currentPos));
                            line.enabled = true;
                            SnakeHead.SetActive(true);
                            opening = false;
                        }
                        else
                        {
                            menuManager.noLivesOn();
                        }
                    }
                    else
                    {
                        return;
                    }
                }
            }
        }
    }