// Update is called once per frame void Update() { PaceManager temp = PaceManager.instance; if (temp.currentState == PaceManager.GState.axe) { Debug.Log(temp.GetCurrentHits() / temp.nHits + "|" + temp.GetCurrentHits() + " - " + temp.nHits); imgRef.fillAmount = (float)temp.GetCurrentHits() / (float)temp.nHits; } else { imgRef.fillAmount = 0; } }
// Update is called once per frame void Update() { transform.position -= new Vector3(speed * Time.deltaTime, 0f, 0f); if (canBePressed && !isPressed) { if (Input.GetKeyDown(keyToPress)) { float delta = Time.time - timeWhenEnter; PaceManager.PaceMatchScore score = PaceManager.Judge(delta); transform.parent.GetComponent <PaceManager>().DecBullet(score); isPressed = true; gameObject.SetActive(false); } } }
// Start is called before the first frame update void Start() { instance = this; GeneratePattern(patternAmmount); AddAxe(); allPatterns.Reverse(); NextPattern(allPatterns.Count); Debug.Log(allPatterns[currentPattern]); numberCounter = currentPattern + 1; timeStart = Time.time + timeToWin; cTime = (int)timeToWin; }