// Start is called before the first frame update void Start() { //Calculate the score breakdown Scoring scoring = gameManager.GetComponent <Scoring>(); timerBonus.text = scoring.CalculateTimerScore().ToString(); healthBonus.text = scoring.CalculateHealthScore().ToString(); currentScore.text = scoring.CalculateLiveScore("Forest").ToString(); totalScore.text = Scoring.forestScore.ToString(); //Depending on the difficulty, transition to different level with the same difficulty string difficulty = GlobalGameManager.instance.difficulty; if (Equals(difficulty, "Easy")) { Publisher.TriggerEvent("OceanLevelEasy"); } else if (Equals(difficulty, "Medium")) { Publisher.TriggerEvent("OceanLevelMedium"); } else { Publisher.TriggerEvent("OceanLevelHard"); } }
// Start is called before the first frame update void Start() { //Calculate the score breakdown Scoring scoring = gameManager.GetComponent <Scoring>(); timerBonus.text = scoring.CalculateTimerScore().ToString(); healthBonus.text = scoring.CalculateHealthScore().ToString(); currentScore.text = scoring.CalculateLiveScore("Ocean").ToString(); totalScore.text = Scoring.oceanScore.ToString(); }
// Start is called before the first frame update void Start() { Scoring scoring = gameManager.GetComponent <Scoring>(); energyBarBonus.text = scoring.CalculateEnergyScore().ToString(); healthBonus.text = scoring.CalculateHealthScore().ToString(); currentScore.text = scoring.CalculateLiveScore("City").ToString(); totalScore.text = Scoring.cityScore.ToString(); string difficulty = GlobalGameManager.instance.difficulty; if (Equals(difficulty, "Easy")) { Publisher.TriggerEvent("ForestLevelEasy"); } else if (Equals(difficulty, "Medium")) { Publisher.TriggerEvent("ForestLevelMedium"); } else { Publisher.TriggerEvent("ForestLevelHard"); } }