private void Start()
    {
        //get the gamemode and add yourself to the onDistanceUpdate delegate
        InGameGameMode GM = InGameGameMode.GetGameMode();

        GM.OnDistanceUpdate += DistanceUpdate;
        //hide the object till its ready
        gameObject.SetActive(false);
    }
 //unPauses the game
 void UnPauseGame()
 {
     //Unpauses the gamemode
     InGameGameMode.GetGameMode()?.UnPauseGame();
     //hides objects
     PauseMenu.SetActive(false);
     //shows objects
     btnPause.gameObject.SetActive(true);
     //plays the button sound is sound manager exists.
     SoundManager.GetSoundManager()?.PlayButtonPressed();
 }
    private void Awake()
    {
        //resests time scale
        Time.timeScale = 1;

        //sets up the gamemode instance
        if (instance)
        {
            Destroy(this);
        }
        instance = this;
    }
    void Start()
    {
        //add on button click events
        btnPause.onClick.AddListener(PauseGame);
        btnUnpause.onClick.AddListener(UnPauseGame);
        btnRestart.onClick.AddListener(Restart);

        //assigning update distance text to the delegate in the game mode
        InGameGameMode GM = InGameGameMode.GetGameMode();

        GM.OnDistanceUpdate += DistanceUpdate;
        //hides and shows UI objects
        txtDistance.gameObject.SetActive(false);
        btnPause.gameObject.SetActive(false);
        PauseMenu.SetActive(false);
        GameOverMenu.SetActive(false);
    }
    //If the player hits one of the triggers, then they fell out of the world
    private void OnTriggerEnter(Collider other)
    {
        //if the thing that entered the trigger the player
        if (!other.gameObject.GetComponent <PlayerController>())
        {
            return;
        }

        //if the game is running
        if (InGameGameMode.GetGameMode().IsGameRunning())
        {
            //Get the GameMode & call fall out world
            InGameGameMode.GetGameMode()?.PlayerFellOutWorld();
            //play the fell out of world sound effect.
            SoundManager.GetSoundManager()?.PlayFallOutWorld();
        }
    }
Esempio n. 6
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    private void OnTriggerEnter(Collider other)
    {
        //see if what hit you was the player collider
        PlayerController PC = other.gameObject.GetComponent <PlayerController>();

        if (!PC)
        {
            return;
        }

        //get the game mode
        if (InGameGameMode.GetGameMode().IsGameRunning())
        {
            //spawn the particles in the world
            WorldGen.GetWorld()?.PlayParticles(PC.transform.position);
            //play the cleared pipe sound effect.
            SoundManager.GetSoundManager()?.PlayClearedPipe();
        }
    }
    //If the player hits one of the triggers, then they Hit Something
    private void OnTriggerEnter(Collider other)
    {
        //if the thing that entered the trigger the player
        if (!other.gameObject.GetComponent <PlayerController>())
        {
            return;
        }

        //if the game is running
        if (InGameGameMode.GetGameMode().IsGameRunning())
        {
            //Get the GameMode & call hit  something
            InGameGameMode.GetGameMode()?.PlayerHitSomething();
            //Get the sound Manager and play the hit sound
            SoundManager.GetSoundManager()?.PlayPlayerHit();
            //Play the screen shake
            FindObjectOfType <ScreenShake>()?.SetShakerTime(.4f);
        }
    }
    //The animation for fading text in and out
    IEnumerator CountDown()
    {
        yield return(new WaitForSeconds(1.0f));

        txtCountDown.text = "3";
        animator.SetTrigger("PulseText");
        yield return(new WaitForSeconds(0.5f));

        SoundManager.GetSoundManager()?.PlayCountDownBeep();
        yield return(new WaitForSeconds(0.5f));

        txtCountDown.text = "2";
        animator.SetTrigger("PulseText");
        yield return(new WaitForSeconds(0.5f));

        SoundManager.GetSoundManager()?.PlayCountDownBeep();
        yield return(new WaitForSeconds(0.5f));

        txtCountDown.text = "1";
        animator.SetTrigger("PulseText");
        yield return(new WaitForSeconds(0.5f));

        SoundManager.GetSoundManager()?.PlayCountDownBeep();
        yield return(new WaitForSeconds(0.5f));

        txtCountDown.text = "GO!";
        animator.SetTrigger("PulseText");
        yield return(new WaitForSeconds(0.5f));

        SoundManager.GetSoundManager()?.PlayGameStartSound();
        InGameGameMode.GetGameMode().StartGame();
        yield return(new WaitForSeconds(1f));

        //hid the go, destroy the UI;
        Destroy(gameObject);
    }
Esempio n. 9
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 private void Start()
 {
     //find the gamemode
     gameMode = InGameGameMode.GetGameMode();
 }
Esempio n. 10
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 private void Start()
 {
     GM = InGameGameMode.GetGameMode();
 }