public void AddHealed() { PatientsHealed++; UIManager.UpdateUI(PatientsHealed); //if (PatientsHealed == LevelConfig.PatientsToHeal) //{ // //win level //} }
private void GivePointsToPlayer(float pPointsToGive) { if (pPointsToGive < 0) { LevelManager?.AddDeath(); } else if (pPointsToGive > 0) { LevelManager?.AddHealed(); } LevelManager?.AddPoints((int)pPointsToGive); AilmentUI.CreateScorePopUpText((int)pPointsToGive); StartCoroutine(PointsUIManager.UpdateUI((int)pPointsToGive)); }
private void Start() { Time.timeScale = 1; UICanvas = GameObject.FindGameObjectWithTag("MainCanvas").GetComponent <Canvas>(); var timerUI = Instantiate(ClockUIPrefab, UICanvas.transform); timerUI.GetComponent <TimerUIManager>().Initialize(this, LevelConfig.LevelTimeSecs); var goalUI = Instantiate(GoalUIPrefab, UICanvas.transform); UIManager = goalUI.GetComponent <PointsUIManager>(); UIManager.Initialize(); UIManager.UpdateUI(PatientsHealed); StartTime = LevelConfig.LevelTimeSecs; Timer = StartTime; var sun = Instantiate(SunPrefab); DayNightCycle = sun.GetComponent <Animator>(); var multiplier = 1 / (StartTime / 60); DayNightCycle.SetFloat("SpeedMultiplier", multiplier); }