void GameOverSequence()
 {
     _gameManager.GameOver();
     _gameOverText.gameObject.SetActive(true);
     _restartText.gameObject.SetActive(true);
     StartCoroutine(GameOverFlickerRoutine());
 }
Exemple #2
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  public void Damage()
  {
      if (_isShieldActive == true)
      {
          _isShieldActive = false;
          _shieldVisualizer.SetActive(false);
          return;
      }

      _lives--;
      UIManager.reduceLiveDisplay(_lives);
      if (_lives == 2)
      {
          _leftEngine.SetActive(false);
      }

      if (_lives == 1)
      {
          _rightEngine.SetActive(false);
      }


      if (_lives == 0)
      {
          _spawnManager.OnPlayerDeath();
          Instantiate(_explosion, transform.position, Quaternion.identity);
          _gameManager.GameOver();
          Destroy(this.gameObject, 0.5f);
      }
  }
Exemple #3
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    // called instead of displayGameOver so
    // gameover can flash.
    public void flashGameOver()
    {
        StartCoroutine(displayGameOver());

        // Since the game is over, give player
        // option to restart the game.
        _retryGameText.gameObject.SetActive(true);

        _gameManager.GameOver();
    }
Exemple #4
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    void Start()
    {
        // get a reference to the player script
        _player = GameObject.Find("Player").GetComponent <Player>();
        if (_player == null)
        {
            Debug.Log("player is Null.");
        }

        _gameOverTextfab.gameObject.SetActive(false);

        _gameManager = GameObject.Find("Game_Manager").GetComponent <Game_Manager>();
        if (_gameManager == null)
        {
            Debug.Log("Game Manager is Null.");
        }

        _gameManager.GameOver();
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        rb.velocity = Vector2.zero;
        if (collision.gameObject.tag == "Boost")
        {
            if (speed < MaxSpeed)
            {
                speed += SpeedDif;
                Destroy(collision.gameObject);
            }
        }

        if (collision.gameObject.tag == "Enemy")
        {
            direction = -direction;
            rb.AddForce(direction * speed * 100);
            if (speed <= StandardSpeed)
            {
                GM.GameOver();
            }
            speed = StandardSpeed;
        }
    }
 private void GameOverSequence()
 {
     StartCoroutine(FlickeringText("Game Over"));
     _restartText.enabled = true;
     _gameManager.GameOver();
 }
    void OnTriggerEnter(Collider Get)
    {
        if (Get.tag == "Enemy")
        {
            if (p_Move.status != PlayerMoveStatus.Die)
            {
                p_Move.status = PlayerMoveStatus.Die;

                //Get.gameObject.GetComponent<Animation> ().PlayQueued("hit2");



                if (p_Sound != null)
                {
                    p_Sound.SoundPlay(2);
                    Debug.Log("p_sound true");
                }

                if (g_Manager != null)
                {
                    g_Manager.GameOver();
                }

                //	gameObject.SetActive(false);

                Destroy(gameObject);
            }
        }

        if (Get.tag == "coin")
        {
            Get.gameObject.SetActive(false);
            Get_Coin_Count += 1;
            if (g_Manager != null)
            {
                g_Manager.GetCoin();
            }
            if (p_Sound != null && p_Move.status != PlayerMoveStatus.Die)
            {
                p_Sound.SoundPlay(1);
            }
        }

        if (Get.tag == "Diamond")
        {
            Get.gameObject.SetActive(false);
            Get_Coin_Count += 10;
            if (g_Manager != null)
            {
                g_Manager.GetDiamond();
            }
            if (p_Sound != null)
            {
                p_Sound.SoundPlay(1);
            }
        }

        if (Get.tag == "DeathZone")
        {
            if (p_Move.status != PlayerMoveStatus.Die)
            {
                p_Move.status = PlayerMoveStatus.Die;
                this.gameObject.GetComponent <Rigidbody>().AddForce(0, -50f, 0);
                if (g_Manager != null)
                {
                    g_Manager.GameOver();
                }

                if (p_Sound != null)
                {
                    p_Sound.SoundPlay(2);
                }
            }
        }
    }