Example #1
0
    // Update is called once per frame
    void Update()
    {
        PaceManager temp = PaceManager.instance;

        if (temp.currentState == PaceManager.GState.axe)
        {
            Debug.Log(temp.GetCurrentHits() / temp.nHits + "|" + temp.GetCurrentHits() + " - " + temp.nHits);
            imgRef.fillAmount = (float)temp.GetCurrentHits() / (float)temp.nHits;
        }
        else
        {
            imgRef.fillAmount = 0;
        }
    }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     transform.position -= new Vector3(speed * Time.deltaTime, 0f, 0f);
     if (canBePressed && !isPressed)
     {
         if (Input.GetKeyDown(keyToPress))
         {
             float delta = Time.time - timeWhenEnter;
             PaceManager.PaceMatchScore score = PaceManager.Judge(delta);
             transform.parent.GetComponent <PaceManager>().DecBullet(score);
             isPressed = true;
             gameObject.SetActive(false);
         }
     }
 }
Example #3
0
    // Start is called before the first frame update
    void Start()
    {
        instance = this;

        GeneratePattern(patternAmmount);
        AddAxe();

        allPatterns.Reverse();

        NextPattern(allPatterns.Count);

        Debug.Log(allPatterns[currentPattern]);
        numberCounter = currentPattern + 1;
        timeStart     = Time.time + timeToWin;
        cTime         = (int)timeToWin;
    }