private void Update() { keepPos(); healthBar.UpdateBar(currentHealth, maxHealth); shieldBar.UpdateBar(currentShield, maxShield); energyBar.UpdateBar(currentEnergy, maxEnergy); if (currentHealth <= 0) { explosion.transform.position = transform.position; explosion.SetActive(true); Destroy(player); PlayerPrefs.SetInt("BB8-HighScore", SumScore.HighScore); //SumScore.SaveHighScore(); SumScore.Reset(); //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); //SceneManager.LoadScene("menu"); deathMenu.SetActive(true); } if (currentEnergy < maxEnergy) { currentEnergy += 10 * Time.deltaTime; } if (currentShield <= 0) { escudo[0].SetActive(false); escudo[1].SetActive(false); } else { escudo[0].SetActive(true); escudo[1].SetActive(true); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonUp(0) && SceneManager.GetActiveScene().buildIndex == 0) { loading.SetActive(true); StartCoroutine(LoadLevel(1)); } if (player.GetComponent <playerTarget>().currentHealth <= 0 && SumScore.Score >= 5) { playerBar.SetActive(false); bossBar.SetActive(false); continueAgain.SetActive(true); SumScore.Subtract(5); StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex)); } else if (player.GetComponent <playerTarget>().currentHealth <= 0 && SumScore.Score < 5) { playerBar.SetActive(false); bossBar.SetActive(false); gameOver.SetActive(true); SumScore.Reset(); StartCoroutine(LoadLevel(0)); } if (stageTrigger == null) { playerBar.SetActive(false); bossBar.SetActive(false); stageClear.SetActive(true); //StartCoroutine(LoadLevel(1)); LoadNextLevel(); } }
public void RandomSceneSelectionForStartScreen() { SumScore.Reset(); SoundManager.PlayUISound(fx_click, 100); noSceneRepeat(); Sc_TimerBar.time = 10; SceneManager.LoadScene(randomSceneRange); }
// Start is called before the first frame update public void Start() { InitGame(); HideGame(); StartGame(); SumScore.Reset(); wrongCnt = 0; }
// Update is called once per frame void Update() { healthBar.UpdateBar(currentHealth, maxHealth); shieldBar.UpdateBar(currentShield, maxShield); if (currentHealth <= 0) { SumScore.SaveHighScore(); SumScore.Reset(); //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); //Exit(); deathMenu.SetActive(true); Time.timeScale = 0; } }
void Start() { SumScore.Reset(); // Ensure score is 0 when object loads if (initialScore != 0) { SumScore.Add(initialScore); // Set initial score } if (storeHighScore) { if (PlayerPrefs.HasKey("sumHS")) { // Set high score value and tell manager SumScore.HighScore = PlayerPrefs.GetInt("sumHS"); UpdatedHS(); } else { SumScore.HighScore = 0; } } Updated(); // Set initial score in UI }
/// <summary>Resets score to zero</summary> /// <remarks>Can call from button in inspector</remarks> public void ResetPoints() { SumScore.Reset(); }
void OnCollisionEnter(Collision collision) { audience = new GameObject[] { audience1, audience2, audience3, audience4, audience5, audience6, audience7, audience8 }; //, audience9, audience10} score = 0; ContactPoint contact = collision.contacts[0]; Vector3 pos = contact.point; point_x = pos.x; point_y = pos.y; //TODO assign Points x,y and Origin x,y float dist = Mathf.Sqrt(((point_y - origin_y) * (point_y - origin_y)) + ((point_x - origin_x) * (point_x - origin_x))); if (dist <= outer_b_r) { if (dist <= inner_b_r) { score = 50; } else { score = 25; } } else { float angle = (Mathf.Atan2((point_y - origin_y), (point_x - origin_x)) * 180) / Mathf.PI; if ((point_y < origin_y)) { angle += 360; } angle += 9; int index = ((int)(angle / 18)) % 20; int section = val_scores[index]; Debug.Log("ANGLE IS -------- : " + angle); if (dist <= inner_single_r) { score = section; } else if (dist <= triple_r) { score = 3 * section; } else if (dist <= outer_single_r) { score = section; } else if (dist <= double_r) { score = 2 * section; } else { score = 0; } } if (dist <= t_radius) { collision.collider.GetComponent <Rigidbody>().velocity = Vector3.zero; collision.collider.GetComponent <Rigidbody>().angularVelocity = Vector3.zero; collision.collider.GetComponent <Rigidbody>().isKinematic = true; this.gameObject.GetComponent <AudioSource> ().Play(); } //scoreboard.GetComponent<SumScore>().Add(score); SumScore.IncrementDartCount(); if (SumScore.Score - score > 0) { SumScore.Subtract(score); if (score != 0) { foreach (GameObject aud in audience) { aud.GetComponent <Animation> ().Play("applause"); } } } else if (SumScore.Score - score == 0) { SumScore.Subtract(score); SumScore.SaveHighScore(SumScore.DartScore); SumScore.Reset(); SumScore.Add(101); foreach (GameObject aud in audience) { aud.GetComponent <Animation> ().Play("celebration"); } } else { SumScore.Subtract(0); Debug.Log("Last dart score must be equal to remaining score"); } }