Esempio n. 1
0
 public void Continue()
 {
     gameStarted = true;
     StopAllCoroutines();
     continueButton.SetActive(false);
     slider.transform.DOLocalMoveX(sliderStartingX, 0.5f);
     CancelInvoke("DeActivateSlowMotion");
     UIPop.instance.Continue();
     StopAllCoroutines();
     powerupFillImage.fillAmount = 0;
     GameOver.SetActive(false);
     InGame.SetActive(true);
     foreach (GameObject item in createdPuzzel)
     {
         ReassignSpawnedCount(item.transform.GetChild(0).GetComponent <Puzzle>().indexofpuzzle);
         enemyCount += 1;
         Destroy(item);
     }
     DeActivateSlowMotion();
     createdPuzzel.Clear();
     Player.instance.isDead = false;
     Player.instance.puzzle.transform.DORotate(new Vector3(0, 0, 0), 0.1f).OnComplete(() =>
     {
         Player.instance.isReady      = true;
         Player.instance.currentAngle = 0;
         Player.instance.UpdateStatuesofPlayer();
         Player.instance.isClose = false;
         gameOver = false;
     });
     StartCoroutine(Spawn(TimeGap));
     OnIdleAnimation();
     DeactivareContinue();
 }
Esempio n. 2
0
    public void StartGame()
    {
        //GameAnalytics.NewProgressionEvent(GAProgressionStatus.Start, "game");
        foreach (CharecterSelection item in charecterSelection)
        {
            //item.charecter.SetActive(false);
            item.charecter.transform.localScale = Vector3.zero;
            item.charecter.transform.GetChild(0).transform.GetChild(0).GetComponent <StopObjectFromRotating>().enabled = false;
        }
        int indexofCurrectCharecter = PlayerPrefs.GetInt("CurrentActiveCharecter", 0);

        charecterSelection[indexofCurrectCharecter].charecter.transform.DOScale(1, 0.5f);
        charecterSelection[indexofCurrectCharecter].charecter.transform.GetChild(0).transform.GetChild(0).GetComponent <StopObjectFromRotating>().enabled = true;
        Player.instance.degree = charecterSelection[indexofCurrectCharecter].directions;
        gameStarted            = true;
        camPosition            = GameCam.transform.position;
        orthoSize     = GameCam.fieldOfView;
        camScaleValue = GameCam.transform.localScale.x;
        BgScaleValue  = BG.transform.localScale.x;
        print(BgScaleValue);
        MainMenu.SetActive(false);
        powerupFillImage.fillAmount = 0;
        Time.timeScale = 1;
        InGame.SetActive(true);
        StartCoroutine(Spawn(TimeGap));
    }
Esempio n. 3
0
 public void gameStart()
 {
     Time.timeScale = 1;
     JoyStick.SetActive(true);
     HP.SetActive(true);
     Panel.SetActive(false);
     InGame.SetActive(true);
 }
Esempio n. 4
0
 void Awake()
 {
     _instance = this;
     Menu.SetActive(false);
     Levels.SetActive(false);
     InGame.SetActive(false);
     Staff.SetActive(false);
     Back.SetActive(false);
 }
Esempio n. 5
0
    public void Open(EnumType.UIType uiType)
    {
        if (uiType != EnumType.UIType.Staff)
        {
            _currentShowUI = uiType;
        }

        switch (uiType)
        {
        case EnumType.UIType.Menu:
            Menu.SetActive(true);
            Menu.transform.FindChild("1P").GetComponent <UIButton>().isEnabled = false;
            Levels.SetActive(false);
            InGame.SetActive(false);
            Staff.SetActive(false);
            Back.SetActive(false);
            break;

        case EnumType.UIType.Levels:
            Menu.SetActive(false);
            Levels.SetActive(true);
            InGame.SetActive(false);
            Staff.SetActive(false);

            Back.SetActive(true);
            break;

        case EnumType.UIType.InGame:
            Menu.SetActive(false);
            Levels.SetActive(false);
            InGame.SetActive(true);
            Staff.SetActive(false);

            Back.SetActive(true);
            break;

        case EnumType.UIType.Staff:
            Menu.SetActive(false);
            Levels.SetActive(false);
            InGame.SetActive(false);
            Staff.SetActive(true);

            Back.SetActive(true);
            break;
        }
    }
Esempio n. 6
0
 public void OnGameOver()
 {
     gameStarted = false;
     SaveScore();
     DOTween.KillAll();
     InGame.SetActive(false);
     GameOver.SetActive(true);
     DOTween.KillAll();
     PlayerPrefs.SetFloat("CoinsCollected", PlayerPrefs.GetFloat("CoinsCollected") + coin);
     coinsCollected          = PlayerPrefs.GetFloat("CoinsCollected", 0) + coin;
     coinsCollectedText.text = coinsCollected.ToString();
     StartCountDown();
     EndScoreTxt.text = Player.instance.score.ToString();
     IncreaseXp();
     LoadScore();
     CheckSpeed(Player.instance.score);
     // GameAnalytics.NewProgressionEvent(GAProgressionStatus.Complete,"game", Player.instance.score);
 }