public void closeQuestion() { QuestionToActivate.SetActive(false); Good.SetActive(false); Bad.SetActive(false); Medium.SetActive(false); }
IEnumerator ending() { inGame.SetActive(false); if (playerHP >= 150) { Good.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); } else if (playerHP > 0) { Bad.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); } ResultCanvas.SetActive(true); ThisCanvas.SetActive(false); }
// 게임 결과 창 뜨게 하기 public void Result() { RemoveCanvas.SetActive(false); mode = enemyMode.End; Time.timeScale = 0; Result_Screen.SetActive(true); if (playerHP >= 250) { Good.SetActive(true); Bad.SetActive(false); } else { Good.SetActive(false); Bad.SetActive(true); } }
public void TakePopulationDamage(int damage) { Debug.Log("TakingDamage"); population -= damage; CivWorld.SetActive(false); ThrivingWorld.SetActive(false); Fertile.SetActive(false); Broken.SetActive(false); Bad.SetActive(false); Apocalyptic.SetActive(false); if (population > 2000) { CivWorld.SetActive(true); } if (population > 1500) { ThrivingWorld.SetActive(true); } if (population > 1200) { Fertile.SetActive(true); } if (population > 900) { Broken.SetActive(true); } if (population > 600) { Bad.SetActive(true); } if (population > 0) { Apocalyptic.SetActive(true); } if (population < 0) { GameOver(); } }
IEnumerator ending() { if (playerHP >= 250) { Good.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); story.SetActive(true); talkingEnemy.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/two"); yield return(new WaitForSecondsRealtime(3f)); for (int i = 1; i <= 8; i++) { talk.SetActive(true); talk.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/two_good" + i); yield return(new WaitForSecondsRealtime(3f)); } } else if (playerHP > 0) { Bad.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); story.SetActive(true); talkingEnemy.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/two"); yield return(new WaitForSecondsRealtime(3f)); for (int i = 1; i <= 6; i++) { talk.SetActive(true); talk.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/two_bad" + i); yield return(new WaitForSecondsRealtime(3f)); } } SceneManager.LoadScene(4); }