void Start() { WaveNumber = 0; Wave = WaveObj.GetComponent <PrefabListEmitter>(); rim4rate = 1; prefab.Time = 0; prefab.Pos = new Vector3(0, 7, 0); Wave.list.Add(prefab); Activate = true; EffectFlg = false; StrictFlg = false; panel.SetActive(false); ReButton.SetActive(false); }
public void GameOver() //遊戲失敗函式,以ShipController呼叫 { Instantiate(BoomSound); IsPlaying = false; HpText.SetActive(false); ReButtonSmall.SetActive(false); ReTextSmall.SetActive(false); ExitButtonSmall.SetActive(false); ExitTextSmall.SetActive(false); OverTitle.SetActive(true); ReButton.SetActive(true); ReText.SetActive(true); ExitButton.SetActive(true); ExitText.SetActive(true); }
void Succeed() //通關函式,在通關後一小段間隔跳出通關文字 { EndTime += Time.deltaTime; if (EndTime > 1) { ReButtonSmall.SetActive(false); ReTextSmall.SetActive(false); ExitButtonSmall.SetActive(false); ExitTextSmall.SetActive(false); GoodText.SetActive(true); ReButton.SetActive(true); ReText.SetActive(true); ExitButton.SetActive(true); ExitText.SetActive(true); } }
public void TimeStrict() { if (timer.Timer > StrictTime && !StrictFlg) { timer.Stop(); Old_TimeScale = Time.timeScale; Time.timeScale = 0; StrictFlg = true; panel.SetActive(true); ReButton.SetActive(true); foreach (Transform zako in transform.GetChild(0).transform) { zako.gameObject.SetActive(false); } foreach (TurretState t in Turrets) { t.ReStart(); } } }