void Update() { //Manage Blood Feedback Sprite -------------------- if (alpha > 0.0f) { float decrease_val = Time.deltaTime / blood_time; alpha -= decrease_val; } if (alpha <= 0.0f) { damage = false; } //------------------------------------------------- //Manage Fade to Black ---------------------------- if (dead) { if (mult_dead >= 0.0f) { float decrease_val = Time.deltaTime / dying_time; mult_dead += decrease_val; fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead >= 1.0f) { mult_dead = 1.0f; dead = false; reviving = true; } } if (reviving) { curr_dead_time += Time.deltaTime; if (curr_dead_time > fade_maintained_time) { float increase_val = Time.deltaTime / dying_time; mult_dead -= increase_val; fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead <= 0.0f) { mult_dead = 0.0f; fade_image.GetComponent <CompImage>().SetAlpha(0.0f); curr_dead_time = 0.0f; reviving = false; characters_manager.dying = false; } } //-------------------------------------------------- mat.SetBool("damage", damage); mat.SetFloat("alpha", alpha); if (total_dead) { if (mult_dead >= 0.0f) { float decrease_val = Time.deltaTime / dying_time; mult_dead += decrease_val; total_fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead >= 1.0f) { last_dying_current_timer += Time.deltaTime; float decrease_val = Time.deltaTime / dying_time; you_died_value += decrease_val; you_died_image.GetComponent <CompImage>().SetAlpha(you_died_value); if (last_dying_current_timer >= last_dying_timer && you_died_value >= 1.5f) { if (SceneManager.CheckMultiSceneReady()) { SceneManager.RemoveSecondaryScene(); } SceneManager.LoadScene("LoseMenuV2"); StatsScore.SoftReset(); characters_manager.dying = false; } } } }
void LoadScene() { scene = (SceneToLoad)scene_load; switch (scene) { case SceneToLoad.TUTORIAL: { SceneManager.LoadNewOclusionMap("Map_Level_Tutorial_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_Tutorial"); SceneManager.LoadScene("Tutorial Real Scene"); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_1: { SceneManager.LoadNewOclusionMap("Map_Level_1_1_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_1"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_1_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_1_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_2: { SceneManager.LoadNewOclusionMap("Map_Level_1_2_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_2"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_2_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_2_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_3: { SceneManager.LoadNewOclusionMap("Map_Level_1_3_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_3"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_3_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_3_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE1: { //SceneManager.LoadNewWalkableMap("LVL2_Zone1"); if (SceneManager.CheckMultiSceneReady()) { SceneManager.RemoveSecondaryScene(); } SceneManager.LoadScene("Lvl1_3ToLvl2_1"); StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE2: { SceneManager.LoadNewOclusionMap("LVL2_Zone2_oclusion"); SceneManager.LoadNewWalkableMap("LVL2_Zone2"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("LVL2_Zone_2_HARD"); } else { SceneManager.LoadScene("LVL2_Zone_2_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE3: { SceneManager.LoadNewOclusionMap("LVL2_Zone3_oclusion"); SceneManager.LoadNewWalkableMap("LVL2_Zone3"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("LVL2_Zone_3_HARD"); } else { SceneManager.LoadScene("LVL2_Zone_3_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } } }