void Start() { health = 4; Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(true); gameOver.SetActive(false); Restart.SetActive(false); MainMenu.SetActive(false); Quit.SetActive(false); }
//everytime the player gets hit a hearth is gone void Update() { if (health > 4) { health = 4; } switch (health) { case 4: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(true); break; case 3: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(false); break; case 2: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(false); Heart4.SetActive(false); break; case 1: Heart1.SetActive(true); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); break; case 0: Heart1.SetActive(false); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); // UI interface when the game is over gameOver.SetActive(true); Restart.SetActive(true); MainMenu.SetActive(true); MainMenu.SetActive(true); Time.timeScale = 0; health = 4; break; } }
void RestarVida(int vida) { Rigidbody rb = this.GetComponent <Rigidbody>(); if (vida == 1) { Heart1.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); PlayerController.balaAgarrada = false; } else if (vida == 2) { Heart2.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); PlayerController.balaAgarrada = false; } else if (vida == 3) { Heart3.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); PlayerController.balaAgarrada = false; } else if (vida == 4) { Heart4.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); Player2Controller.balaAgarrada = false; } else if (vida == 5) { Heart5.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); Player2Controller.balaAgarrada = false; } else if (vida == 6) { Heart6.SetActive(false); rb.velocity = new Vector3(0.0f, 0.0f, 0.0f); Player2Controller.balaAgarrada = false; } }
private void Update() { switch (health) { case 0: Heart1.SetActive(false); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); break; case 1: Heart1.SetActive(true); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); break; case 2: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(false); Heart4.SetActive(false); break; case 3: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(false); break; case 4: Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(true); break; } }
public void UpdateHealth(int currentHealth, int maxHealth) { float percentage = currentHealth / (float)maxHealth; if (percentage >= 1f) { Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(true); } else if (percentage >= 0.75f) { Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(true); Heart4.SetActive(false); } else if (percentage >= 0.5f) { Heart1.SetActive(true); Heart2.SetActive(true); Heart3.SetActive(false); Heart4.SetActive(false); } else if (percentage >= 0.25f) { Heart1.SetActive(true); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); } else { Heart1.SetActive(false); Heart2.SetActive(false); Heart3.SetActive(false); Heart4.SetActive(false); } }