Inheritance: MonoBehaviour
Exemple #1
0
    void OnGUI()
    {
        timeAffiche.GetComponent <TextMesh>().text    = "" + (int)FishTimer.timer;
        garbageAffiche.GetComponent <TextMesh>().text = CollectGarbage.collectedGarbage.ToString();

        if (DragGarbage.drag)
        {
            GUI.DrawTexture(new Rect(Event.current.mousePosition.x - cursorSizeX / 2, Event.current.mousePosition.y - cursorSizeY / 2, cursorSizeX, cursorSizeY), catchCursor);
        }
        else
        {
            GUI.DrawTexture(new Rect(Event.current.mousePosition.x - cursorSizeX / 2, Event.current.mousePosition.y - cursorSizeY / 2, cursorSizeX, cursorSizeY), myCursor);

            if (ProgressionBar.end)
            {
                Debug.Log("eeend");
                timeMesh.GetComponent <TextMesh>().text    = "" + (int)FishTimer.timer;
                garbageMesh.GetComponent <TextMesh>().text = CollectGarbage.collectedGarbage.ToString();
                stars[0].SetActive(true);
                if (CollectGarbage.collectedGarbage > 10)
                {
                    stars[1].SetActive(true);
                }
                if (CollectGarbage.collectedGarbage > 20)
                {
                    stars[2].SetActive(true);
                }

                winLayer.SetActive(true);
                s2         = gameManager.GetComponent <ProgressionBar> ();
                s3         = gameManager.GetComponent <GarbageSpawner> ();
                s2.enabled = false;
                s3.enabled = false;
            }
        }
    }
 private void Awake()
 {
     Instance = this;
 }