Ejemplo n.º 1
0
    IEnumerator PlayDeadAnimation()
    {
        _deadPlaying = true;
        background.Stop();
        audio.PlayOneShot(death, 0.45f);
        GetComponent <Animator>().SetBool("Die", true);
        yield return(new WaitForSeconds(1));

        GetComponent <Animator>().SetBool("Die", false);
        _deadPlaying = false;

        if (GameManager.lives <= 0)
        {
            Debug.Log("Treshold for High Score: " + SM.LowestHigh());
            if (GameManager.score >= SM.LowestHigh())
            {
                GUINav.getScoresMenu();
                Debug.Log("GetScoresMenu");
            }
            else
            {
                GUINav.H_ShowGameOverScreen();
                Debug.Log("Game Over");
            }
        }

        else
        {
            GM.ResetScene();
        }
    }
Ejemplo n.º 2
0
    IEnumerator PlayDeadAnimation()
    {
        _deadPlaying = true;
        GetComponent <Animator>().SetBool("Die", true);
        yield return(new WaitForSeconds(1));

        GetComponent <Animator>().SetBool("Die", false);
        _deadPlaying = false;

        if (GameManager.lives <= 0)
        {
            //GameOver
            Debug.Log("Treshold for High Score: " + GameManager.hightScore);
            GameObject[] scEnd = GameObject.FindGameObjectsWithTag("ScoreEnd");
            foreach (var txt in scEnd)
            {
                txt.GetComponent <Text>().text = GameManager.score.ToString();
            }
            if (GameManager.score >= GameManager.hightScore)
            {
                GUINav.getScoresMenu();
            }
            else
            {
                GUINav.H_ShowGameOverScreen();
            }
        }

        else
        {
            GM.ResetScene();
        }
    }
    IEnumerator PlayDeadAnimation()
    {
        _deadPlaying    = true;
        nextStep        = "n";
        previousStep    = "n";
        prePreviousStep = "n";
        GetComponent <Animator>().SetBool("Die", true);
        yield return(new WaitForSeconds(1));

        GetComponent <Animator>().SetBool("Die", false);

        if (GameManager.lives <= 0)
        {
            UnityEngine.Debug.Log("Treshold for High Score: " + SM.LowestHigh());
            if (GameManager.score >= SM.LowestHigh())
            {
                GUINav.getScoresMenu();
            }
            else
            {
                GUINav.H_ShowGameOverScreen();
            }
        }

        else
        {
            GM.ResetScene();
        }
        _deadPlaying = false;
    }
Ejemplo n.º 4
0
    IEnumerator PlayDeadAnimation()
    {
        _deadPlaying = true;
        GetComponent <Animator>().SetBool("Die", true);
        yield return(new WaitForSeconds(1));

        GetComponent <Animator>().SetBool("Die", false);
        _deadPlaying = false;

        if (GameManager.lives <= 0)
        {
            GUINav.H_ShowGameOverScreen();
        }

        else
        {
            GM.ResetScene();
        }
    }
Ejemplo n.º 5
0
    IEnumerator PlayDeadAnimation()
    {
        _deadPlaying = true;
        GetComponent <Animator>().SetBool("Die", true);
        yield return(new WaitForSeconds(1));

        GetComponent <Animator>().SetBool("Die", false);
        _deadPlaying = false;

        if (GameManager.lives <= 0)
        {
            Debug.Log("Treshold for High Score: " + SM.LowestHigh());
            GUINav.H_ShowGameOverScreen();
        }

        else
        {
            GM.ResetScene();
        }
    }