void OnGUI() { if (stateModal.getState() == GameState.ready) { GUI.skin = skinDefault; GUI.Label(readyRec, ready); } }
void OnGUI() { if (stateModal.getState() == GameState.start) { GUI.skin = skinDefault; GUI.Label(titleRec, title, titleStyle); GUI.Label(startMessageRec, startMessage); } }
void OnGUI() { if (stateModal.getState() == GameState.over) { GUI.skin = skinDefault; GUI.Label(gameOverRec, gameOver, titleStyle); GUI.Label(hightScoreRec, hightScore); GUI.Label(hightScorePointRec, scoreModal.GetHightScore().ToString(), fontWhiteStyle); GUI.Label(scoreRec, score); GUI.Label(scorePointRec, scoreModal.GetPoint().ToString(), fontWhiteStyle); GUI.Label(playAgainRec, playAgain, fontWhiteStyle); } }
void EnemyAttack() { BaseEnemy enemy = enemies[Random.Range(0, enemies.Count)]; if (enemy != null) { enemy.Attack(); } if (stateModal.getState() == GameState.play) { Invoke("EnemyAttack", Random.Range(minAttractRange, maxAttractRange)); } }
// Update is called once per frame void Update() { switch (stateModal.getState()) { case GameState.start: HandleGameStart(); break; case GameState.over: HandleGameOver(); break; } }
void OnGUI() { if (stateModal.getState() == GameState.play) { int p1RecCount = player1LifeRec.Count; int life = player1Modal.GetLife() - 1; if (life > p1RecCount) { AddShipRects(life - p1RecCount); } GUI.skin = skinDefault; GUI.Label(highRec, high, fontLeftStyle); GUI.Label(scoreRec, score, fontRightStyle); GUI.Label(highScoreRec, scoreModal.GetHightScore().ToString(), scoreStyle); GUI.Label(player1Rec, player1, fontLeftStyle); GUI.Label(player1ScoreRec, scoreModal.GetPoint().ToString(), scoreStyle); for (int i = 0; i < life; i++) { GUI.DrawTexture(player1LifeRec[i], ship); } } }