void Start() { //Sets starting Health variable to calculate later on the actual health that player has. FindPlayer(); if (player != null) { startHealth = player.GetComponent <Stats>().currentHP; } }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { instance.UserProfile.deaths++; instance.SaveUserProfile(); SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); } enemiesInStage = GetComponent <scr_WaveSystem>().enemiesInStage; totalEnemiesKilled = enemiesKilled / enemiesInStage; if (gameOver) { gameOverText.SetActive(true); if (Input.GetKeyDown(KeyCode.Space)) { instance.UserProfile.deaths++; instance.SaveUserProfile(); SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); } } if (bossKill) { if (!HUDFade.active) { HUDFade.SetActive(true); } instance.UpdateHighscoresFile(instance.UserProfile.ProfileName, SceneManager.GetActiveScene().name, instance.UserProfile.playerStats.ScoreValue); instance.UserProfile.CurrentLevelName = SceneManager.GetActiveScene().name; instance.SaveUserProfile(); HUDcharacter.Play("bossWin"); player.locked = true; player.GetComponent <Rigidbody>().velocity = transform.forward * leaveSpeed; leaveSpeed += 2 * Time.deltaTime; if (boundary.GetComponent <scr_Dest_Boundary>().playerExit) { player.GetComponent <Rigidbody>().velocity = new Vector3(0f, 0f, 0f); transition = true; bossKill = false; } //levelUI.SetActive(true); //TransitionCam.SetActive (true); } if (transition) { player.locked = true; clearScreen.SetActive(true); Debug.Log(totalEnemiesKilled); gameClearTexts[0].text = "500"; gameClearTexts[1].text = (Math.Round(totalEnemiesKilled, 2) * 100).ToString() + "%"; gameClearTexts[2].text = "x" + player.stats.difficulty.ToString(); gameClearTexts[3].text = Math.Round((500 * player.stats.difficulty * totalEnemiesKilled), 0).ToString(); gameClearTexts[4].text = instance.UserProfile.playerStats.ScoreValue.ToString(); instance.UserProfile.Crystals += (int)Math.Round((500 * player.stats.difficulty * totalEnemiesKilled), 0); CarryStats(); if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1, LoadSceneMode.Single); } } UpdateHealthText(); }