// Use this for initialization void Start() { bigPicture = GameObject.Find("BigPicture"); helpText = GameObject.Find("HelpText"); driverState = GameDriverState.Start; pc = GameObject.Find("PulseController").GetComponent<PulseController>(); tm = GameObject.Find("TypeMaster").GetComponent<TypeMaster>(); gameState = GameObject.Find("GameState").GetComponent<GameState>(); if (gameState.gameConfig != null) { bigPicture.GetComponent<Renderer>().material.SetTexture("_MainTex", gameState.gameConfig.bigTexture); GameObject heart = bigPicture.transform.Find("Heart").gameObject; heart.transform.localPosition = gameState.gameConfig.heartOffset; float n = gameState.gameConfig.heartScale; heart.transform.localScale = new Vector3(n, n, n); } }
// Update is called once per frame void Update() { switch(driverState) { case GameDriverState.Start: if(Input.GetKeyDown(KeyCode.Space)) { driverState = GameDriverState.Run; Destroy(helpText); pc.isRunning = true; tm.isRunning = true; gameStart = Time.time; } break; case GameDriverState.Run: if (Time.time > gameStart + gameDuration) { Debug.Log("No more new beats"); pc.makeNewBeats = false; if (!pc.HasBeats()) { Debug.Log("It's over!"); GameWon(); } } break; } }
public void GameWon() { driverState = GameDriverState.Success; }
public void GameOver() { driverState = GameDriverState.Fail; }