public void gameOver()
    {
        GameObject GameOverText;

        GameOverText = GameObject.Find("GameOverText");
        GameOverText.GetComponent <Text>().text = "Game Over\n" + "Score: " + Score.ToString();
    }
Exemple #2
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    void Update()
    {
        timer -= Time.deltaTime;
        Text time_text = TimerText.GetComponent <Text>();

        if (HpCurrent <= 0)
        {
            cancelSpawn.CancelInvoke();
            status_text.text = "YOU DIED!";
            GameOverText.SetActive(true);
            PauseButton.SetActive(false);
        }
        else if (timer >= 0.0f)
        {
            time_text.text = timer.ToString("F1") + "'s";
        }
        else
        {
            cancelSpawn.CancelInvoke();
            time_text.text   = "0.0's";
            status_text.text = "TIME OUT!";
            GameOverText.SetActive(true);
            PauseButton.SetActive(false);
        }
    }
Exemple #3
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 /// <summary>
 ///Gameover Text for notifying and wait for waitTime to change Scence
 /// </summary>
 public void GameOver()
 {
     GameOverText.SetActive(true);
     enemyManagement.ClearEnemy();
     Gameplay.SetActive(false);
     Invoke("ShowGameOverCanvas", waitTime);// scence will change in waitTime seconds
 }
Exemple #4
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Exemple #5
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    IEnumerator GameOverTextAppear(float t)
    {
        yield return(new WaitForSeconds(t));

        GameOverText got = ((GameObject)Instantiate(gameOverText, transform)).GetComponent <GameOverText> ();

        got.GetComponent <RectTransform> ().localPosition = new Vector3(0.5f, 0.5f, 0f);
        got.Fade(t);
    }
        private void GameOver()
        {
            var font                 = LoadFont(GameOverFont);
            var gameOverText         = new GameOverText(font);
            var textPositionOnScreen = new Vector2(460, 300);

            gameOverText.Position = textPositionOnScreen;
            AddGameObject(gameOverText);
            _gameOver = true;
        }
Exemple #7
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    public void Show(bool IsBestScore, int oldBestScore, EndGameReason reason)
    {
        Debug.LogError("FinishedGamePopup Show");
        ResetComponents();

        GameState GS = GameSceneManager.Instance.GameState;

        int StarsToActivate = 0;

        if (IsBestScore)
        {
            StarsToActivate = 3;
        }
        else
        {
            if (oldBestScore != 0)
            {
                float pctToBest = (GS.Score * 100) / oldBestScore;

                if (pctToBest >= 33f)
                {
                    StarsToActivate++;
                }
                if (pctToBest >= 66f)
                {
                    StarsToActivate++;
                }
                if (pctToBest >= 99f)
                {
                    StarsToActivate++;
                }
            }
        }

        if (reason == EndGameReason.OUT_OF_TIME)
        {
            GameOverText.SetText(GameUtils.GetTranslatedText("TimeIsUp"));
        }
        else
        {
            GameOverText.SetText("GAME OVER");
        }

        BestScoreTxt.SetText(oldBestScore.ToString());
        ScoreTxt.SetText(GS.Score.ToString());
        SavedAliensTxt.SetText(GS.CurrentSavedAliens.ToString());
        StolenBriefcasesTxt.SetText(GS.CurrentStolenBriefcases.ToString());

        gameObject.SetActive(true);
        //  Debug.LogError("pass 2");
        AnimCoroutine = Animate(IsBestScore, StarsToActivate);
        StartCoroutine(AnimCoroutine);
    }
        public override void LoadContent()
        {
            _player          = new PlayerSprite(LoadTexture(FighterSpriteSheet));
            _player.Position = new Vector2(200, 400);
            AddGameObject(_player);

            var font         = LoadFont("Fonts/GameOver");
            var gameOverText = new GameOverText(font);
            var textPosition = new Vector2(460, 300);

            gameOverText.Position = textPosition;
            AddGameObject(gameOverText);
        }
        public override void LoadContent()
        {
            _missileTexture   = LoadTexture(MissileTexture);
            _exhaustTexture   = LoadTexture(ExhaustTexture);
            _bulletTexture    = LoadTexture(BulletTexture);
            _explosionTexture = LoadTexture(ExplosionTexture);
            _chopperTexture   = LoadTexture(ChopperTexture);

            _playerSprite       = new PlayerSprite(LoadTexture(PlayerFighter));
            _livesText          = new LivesText(LoadFont(TextFont));
            _livesText.NbLives  = StartingPlayerLives;
            _livesText.Position = new Vector2(10.0f, 690.0f);
            AddGameObject(_livesText);

            _levelStartEndText = new GameOverText(LoadFont(GameOverFont));

            var background = new TerrainBackground(LoadTexture(BackgroundTexture), SCOLLING_SPEED);

            background.zIndex = -100;
            AddGameObject(background);

            // load sound effects and register in the sound manager
            var bulletSound  = LoadSound(BulletSound);
            var missileSound = LoadSound(MissileSound);

            _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound);
            _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f);

            // load soundtracks into sound manager
            var track1 = LoadSound(Soundtrack1).CreateInstance();
            var track2 = LoadSound(Soundtrack2).CreateInstance();

            _soundManager.SetSoundtrack(new List <SoundEffectInstance>()
            {
                track1, track2
            });

            _chopperGenerator = new ChopperGenerator(_chopperTexture, AddChopper);

            var levelReader = new LevelReader(_viewportWidth);

            _level = new Level(levelReader);

            _level.OnGenerateEnemies += _level_OnGenerateEnemies;
            _level.OnGenerateTurret  += _level_OnGenerateTurret;
            _level.OnLevelStart      += _level_OnLevelStart;
            _level.OnLevelEnd        += _level_OnLevelEnd;
            _level.OnLevelNoRowEvent += _level_OnLevelNoRowEvent;

            ResetGame();
        }
Exemple #10
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    /// <summary>
    ///Show gameover scence
    /// </summary>
    public void ShowGameOverCanvas()
    {
        if (score > hightScore)
        {
            SaveHightScore(score);
            hightScore = score;
        }
        gameState = GameState.GAMEOVER;
        GameplayCanvas.SetActive(false);
        GameOverText.SetActive(false);
        GameOverCanvas.SetActive(true);

        GOVscoreText.text = score.ToString();
    }
Exemple #11
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    IEnumerator DelayRestart()
    {
        HPTextGO.SetActive(false);
        scoreTextGO.SetActive(false);
        GameOverText.SetActive(true);
        enemiesGO.SetActive(false);
        Time.timeScale = 0f;

        yield return(new WaitForSecondsRealtime(1.5f));

        Time.timeScale = 1f;

        HPTextGO.SetActive(true);
        scoreTextGO.SetActive(true);
        GameOverText.SetActive(false);

        SceneManager.LoadScene(0);
    }
Exemple #12
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    // Use this for initialization
    void Start()
    {
        AudioPlayer     = GetComponent <AudioSource>();
        PlayerScoreText = GameObject.FindWithTag("ScoreText");
        TimerText       = GameObject.FindWithTag("TimerText");
        GameOverText    = GameObject.FindWithTag("GameOverText");
        GameOverText.SetActive(false);
        PlayAgainButton = GameObject.FindWithTag("PlayAgainButton");
        PlayAgainButton.SetActive(false);
        MainMenuButton = GameObject.FindWithTag("MainMenuButton");
        MainMenuButton.SetActive(false);
        GoalObject = new GameObject[SHAPES_COLOURS] {
            GameObject.FindWithTag("GoalCube"), GameObject.FindWithTag("GoalSphere"), GameObject.FindWithTag("GoalTriangle")
        };

        GoalSpawner = new Transform[TOTAL_GOAL_SPAWNER];
        for (i = 0; i < TOTAL_GOAL_SPAWNER; i++)
        {
            GoalSpawner[i] = transform.GetChild(i).transform;
        }

        GoalColour = new Color[SHAPES_COLOURS] {
            Color.red, Color.green, Color.blue
        };
        goalAlive = false;
        gameOver  = false;

        chooseShape   = Random.Range(MIN_CHOICE, MAX_CHOICE);
        chooseColour  = Random.Range(MIN_CHOICE, MAX_CHOICE);
        chooseSpawner = Random.Range(MIN_CHOICE, TOTAL_GOAL_SPAWNER);

        timer     = 60;
        highScore = PlayerPrefs.GetInt(PlayerPrefsKey, 0);

        Cursor.visible   = false;
        Cursor.lockState = CursorLockMode.Locked;
    }
Exemple #13
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    void GameOver()
    {
        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.None;

        gameOver = true;
        Destroy(SpawnedGoalObject);
        if (playerScore > highScore)
        {
            highScore = playerScore;
            GameOverText.GetComponent <Text>().text = string.Format("Game Over\n New Highscore!", highScore);
            PlayerPrefs.SetInt(PlayerPrefsKey, playerScore);
            PlayerPrefs.Save();
            AudioPlayer.PlayOneShot(newHighScore, VOLUME_SCALE);
        }
        else
        {
            GameOverText.GetComponent <Text>().text = string.Format("Game Over\n Current Highscore: {0}", highScore);
            AudioPlayer.PlayOneShot(applause, VOLUME_SCALE);
        }
        GameOverText.SetActive(true);
        PlayAgainButton.SetActive(true);
        MainMenuButton.SetActive(true);
    }
 void Start()
 {
     chain          = FindObjectOfType <Chain>();
     m_playerPoints = FindObjectOfType <PlayerMovement>();
     m_GameManager  = FindObjectOfType <GameOverText>();
 }
Exemple #15
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    IEnumerator Animate(bool IsBestScore, int StarsToActivate)
    {
        MasterAudio.PlaySound("GameOver");
        //Debug.LogError("Animate coroutine");
        BG.DOFade(0.85f, 1);

        yield return(new WaitForSeconds(0.75f));

        ADManager.Instance.TryShowInterstitial();

        StarsBG.DOFade(1, 0.15f);
        StartCoroutine(AnimateStars(StarsToActivate));

        GameOverText.DOFade(1, 0.5f);
        GameOverText.transform.DOPunchScale(new Vector3(0.85f, 0.85f, 0.85f), 0.85f);

        yield return(new WaitForSeconds(0.5f));

        //    public TextMeshProUGUI BestScoreTxt, ScoreTxt, SavedAliensTxt, StolenBriefcasesTxt, GameOverText;

        AlienIcon.DOFade(1, 0.35f);
        BriefcaseIcon.DOFade(1, 0.35f);

        yield return(new WaitForSeconds(0.15f));

        SavedAliensTxt.DOFade(1, 0.35f);
        StolenBriefcasesTxt.DOFade(1, 0.35f);

        yield return(new WaitForSeconds(0.15f));

        BestScoreLabel.DOFade(1, 0.25f);
        yield return(new WaitForSeconds(0.1f));

        ScoreLabel.DOFade(1, 0.35f);
        yield return(new WaitForSeconds(0.1f));

        BestScoreTxt.DOFade(1, 0.35f);
        yield return(new WaitForSeconds(0.1f));

        ScoreTxt.DOFade(1, 0.35f);

        if (IsBestScore)
        {
            MasterAudio.PlaySound("NewBestScore");
            NewBestScoreLabel.DOFade(1, 0.5f);
            NewBestScoreLabel.transform.DOPunchScale(new Vector3(0.85f, 0.85f, 0.85f), 0.85f);
        }

        List <int> LockedSkinsAfter = new List <int>();

        LockedSkinsAfter.AddRange(SkinManager.Instance.SkinPrefabs.Where(s => GameUtils.IsSkinLocked(s)).Select(s => s.ID));
        if (LockedSkinsAfter.Count < GameSceneManager.Instance.LockedSkinsBefore.Count)
        {
            CharsUnlockedTxt.DOFade(1, 0.35f);
        }

        yield return(new WaitForSeconds(0.3f));

        PlayAgainBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce);
        yield return(new WaitForSeconds(0.2f));

        SettingsBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce);
        yield return(new WaitForSeconds(0.2f));

        MainMenuBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce);
        yield return(new WaitForSeconds(0.2f));

        foreach (Image b in HorizontalBars)
        {
            b.DOFade(0.5f, 1f);
        }
    }
Exemple #16
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 void Start()
 {
     instance = this;
     //Init ();
 }
Exemple #17
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("StartButton") && gameStarted == true)
        {
            if (GameIsPaused)
            {
                Resume();
            }
            else
            {
                Pause();
            }
        }

        if (Input.GetButtonDown("Cancel"))
        {
            ControlsUI.SetActive(false);
            MenuCheckUI.SetActive(false);
            myInputField.Select();
        }

        if ((P1Slider.value == MaxPoints || P2Slider.value == MaxPoints || P3Slider.value == MaxPoints || P4Slider.value == MaxPoints))
        {
            GameIsPaused = true;
            checkWinner();
            GameOverUI.SetActive(true);
            GameOverText.GetComponent <Text>().text = "Game Over\n\nThe " + role + " has been promoted";
            StartCoroutine(gameOver());
        }

        switch (PowerUp.pointPowerUp) //If a player collects a point power up
        {
        case 1:                       //Player 1
            P1Slider.value      += 0.25f;
            PowerUp.pointPowerUp = 0;
            break;

        case 2:     //Player 2
            P2Slider.value      += 0.25f;
            PowerUp.pointPowerUp = 0;
            break;

        case 3:     //Player 3
            P3Slider.value      += 0.25f;
            PowerUp.pointPowerUp = 0;
            break;

        case 4:     //Player 4
            P4Slider.value      += 0.25f;
            PowerUp.pointPowerUp = 0;
            break;
        }

        switch (TripWires.playerNum)
        {
        case 1:
            P1Slider.value     -= 0.25f;
            TripWires.playerNum = 0;
            break;

        case 2:
            P2Slider.value     -= 0.25f;
            TripWires.playerNum = 0;
            break;

        case 3:
            P3Slider.value     -= 0.25f;
            TripWires.playerNum = 0;
            break;

        case 4:
            P4Slider.value     -= 0.25f;
            TripWires.playerNum = 0;
            break;
        }

        switch (Dynamite.dynaPlayerNum)
        {
        case 1:
            P1Slider.value        -= 0.25f;
            Dynamite.dynaPlayerNum = 0;
            break;

        case 2:
            P2Slider.value        -= 0.25f;
            Dynamite.dynaPlayerNum = 0;
            break;

        case 3:
            P3Slider.value        -= 0.25f;
            Dynamite.dynaPlayerNum = 0;
            break;

        case 4:
            P4Slider.value        -= 0.25f;
            Dynamite.dynaPlayerNum = 0;
            break;
        }
    }
Exemple #18
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 public void Fail()
 {
     GameOverText.SetActive(true);
     // Time.timeScale = 0;
 }