Exemple #1
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Tab))
     {
         UIScenesManager.ShowUI <GamePlayUI>();
     }
 }
Exemple #2
0
    public void TakeDamage(int _AttackDamage)
    {
        _Health          -= _AttackDamage;
        _AudioSource.clip = _clipPlayerDamaged;
        _AudioSource.Play();
        _ChrAnim.SetTrigger("isDamaged");
        if (_Health <= 0)
        {
            if (gameObject.tag == "Player")
            {
                _AudioSource.clip = _clipPlayerDie;
                _AudioSource.Play();
                _ChrAnim.SetTrigger("isDead");
                UIScenesManager.ShowUI <DeathUI>();
            }
            else
            {
                _ChrAnim.SetTrigger("isDead");
                Instantiate(_deathSplash, transform.position, transform.rotation);
                DetachChild();

                gameObject.SetActive(false);
                currentTile.SetHasNoEnemy();
            }
        }
    }
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player" && !_IsVisited)
     {
         _IsVisited = true;
         UIScenesManager.ShowUI <MiniGame>();
         _Light.enabled = false;
     }// load the minigame scene when player enters the trigger
 }
Exemple #4
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         UIScenesManager.ShowUI <Pause>();
     }
     else if (Input.GetKeyDown(KeyCode.Tab))
     {
         UIScenesManager.ShowUI <ControlCanvas>();
     }
 }
Exemple #5
0
    // check if the answer matches the right order
    private void CheckForResult()
    {
        int tmp = 0;

        foreach (int i in _ButtonClicked)
        {
            // Debug.Log("Color at " + tmp + " is: " + _Buttons[i].colors.normalColor);
            // Debug.Log("Color at " + tmp + " in Order is: " + _Order[tmp]);
            _Result = (_Result && _Buttons[i].colors.normalColor == _Order[tmp]);
            tmp++;
        }
        // Debug.Log("Checking the answer!" + _Result.ToString());
        if (_Result)
        {
            UIScenesManager.ShowUI <GamePlayUI>();
            HackingCounter.OnHackSuccess();
            // Debug.Log("Exit!");
        }// if the answer is correct then unload the scene
        Reset();
    }
Exemple #6
0
 public void OnBackToGameButtonClicked()
 {
     UIScenesManager.ShowUI <GamePlayUI>();
 }