/* * IEnumerator fill(float time) { * yield return new WaitForSeconds(.5f); * float currTime = 0f; * while(currTime < time) { * //Debug.Log(currTime/time); * currTime += Time.deltaTime; * laser.fillAmount = currTime/time; * yield return null; * } * laser.fillAmount = 1; * } */ //void Update() { // if(earthEnergyValue == 3) { // GetComponent<Image>().color = Color.cyan; // } // if(earthEnergyValue == 2) { // GetComponent<Image>().color = Color.yellow; // } // else if(earthEnergyValue == 1) { // GetComponent<Image>().color = Color.red; // } //} public void CheckEnergy() { switch (earthEnergyValue) { case 2: //Far partire effetto distruzione della prima barriera // Turn off shield earth //transform.GetChild(0).gameObject.SetActive(false); shields[0].gameObject.SetActive(false); GetComponent <Image>().color = Color.yellow; CheckHit(); break; case 1: //Far partire effetto distruzione della seconda barriera GetComponent <Image>().color = Color.red; // Turn off shield earth //this.transform.GetChild(1).gameObject.SetActive(false); shields[1].gameObject.SetActive(false); CheckHit(); break; case 0: //Far partire effetto distruzione della terra CheckHit(); // Call open game over panel request GameOverEvent.OpenPanel(); break; } }