void Awake() { DontDestroyOnLoad(this); joystick = GameObject.FindGameObjectWithTag("GameController").GetComponent <VirtualJoystick> (); mouseControl = GameObject.FindGameObjectWithTag("MouseArea").GetComponent <MouseController> (); fire = GameObject.FindGameObjectWithTag("FireButton").GetComponent <UIbuttons> (); reload = GameManagers.Instance.ReloadButton; }
private void Update() { if (!gameOver) { //counterText.text = ((int)(10 * Time.timeSinceLevelLoad)).ToString(); //score = (int)(10 * Time.timeSinceLevelLoad); gameTimer += Time.deltaTime; score = (int)(10 * gameTimer); } counterText.text = ((int)(10 * gameTimer)).ToString(); candiesCollectedText.text = candiesCollected.ToString(); leftCollectedText.text = leftCollected.ToString(); rightCollectedText.text = rightCollected.ToString(); if (gameOver) { if (continueScreenOn) { if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); } if (PlayerPrefs.HasKey("TotalCandies")) { totalCandies = PlayerPrefs.GetInt("TotalCandies"); } totalCandies = totalCandies + candiesCollected; PlayerPrefs.SetInt("TotalCandies", totalCandies); //candiesCollected = 0; StartCoroutine(LoadContinueScreen()); continueScreenOn = false; // I set it to false because I need this to run only once } //Destroy(levelUpAnim); } Tutorial(); Levels(); powerUps(); if (Input.GetKeyDown(KeyCode.Escape)) { UIbuttons button = GameObject.Find("Canvas").GetComponent <UIbuttons>(); button.MainMenuButton(); } }