/// <summary> /// Update is called once per frame and updates the timer if needed /// </summary> void Update() { checkPlayers(); //Shows and updates Player 1 score p1_Score.text = "Player 1: " + Player1.getKills() + " Kills | " + Player1.getTotalCoins() + " Gold | " + " Points " + Player1.GetFinalScore(); //Shows and updates Player 2 score p2_Score.text = "Player 2: " + Player2.getKills() + " Kills | " + Player2.getTotalCoins() + " Gold | " + " Points " + Player2.GetFinalScore(); //Shows and updates Player 3 score p3_Score.text = "Player 3: " + Player3.getKills() + " Kills | " + Player3.getTotalCoins() + " Gold | " + " Points " + Player3.GetFinalScore(); //Shows and updates Player 4 score p4_Score.text = "Player 4: " + Player4.getKills() + " Kills | " + Player4.getTotalCoins() + " Gold | " + " Points " + Player4.GetFinalScore(); //time ends new wave starts bool playersAlive = false; foreach (PlayerPoints child in players) { if (child.GetComponent <PlayerDamageHandler>().lives > 0) { playersAlive = true; } } gameLost = !playersAlive; if (waveMaster.waveCount == finalWaveNumber + 1 || gameLost) { bool countingScore = true; if (countingScore) { Player1.FinalScore(); Player2.FinalScore(); Player3.FinalScore(); Player4.FinalScore(); countingScore = false; } if (gameLost) { p1_UI.SetActive(false); p2_UI.SetActive(false); p3_UI.SetActive(false); p4_UI.SetActive(false); gameEndText.text = "Game Over"; } else { p1_UI.SetActive(false); p2_UI.SetActive(false); p3_UI.SetActive(false); p4_UI.SetActive(false); gameEndText.text = "Level Complete"; } //gameover //gameOver.SetActive(true); results.SetActive(true); if (!pointsShown) { GameOverPoints(); } //else if(gameEndTimer > 0) //{ // gameEndTimer -= Time.unscaledDeltaTime; // //} if (XboxCtrlrInput.XCI.GetButtonDown(XboxCtrlrInput.XboxButton.A, XboxCtrlrInput.XboxController.All) || Input.GetKey(KeyCode.Backspace)) { Time.timeScale = 1; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } } }