//Used to kill the player and program the after effects. public void Kill() { //Takes away a life.. livesObject.LoseLife(); //Saves the change when the life is taken away. livesObject.SaveLives(); //Checks if it's game over. bool gameOver = livesObject.isGameOver(); //If it is game over the game over screen is loaded. //Checks if the game is in game over state if (gameOver == true) { //Resets the player's lives livesObject.ResetLives(); //Loads the game over scene. SceneManager.LoadScene("GameOver"); } else { //If it is not game over, the current level is reset Scene currentLevel = SceneManager.GetActiveScene(); //Checks Unity to find the current level SceneManager.LoadScene(currentLevel.buildIndex); } }
// Our own function for handling player death public void Kill() { // Take away a life and save that change. livesObject.LoseLife(); livesObject.SaveLives(); // Check if the game is over. bool gameOver = livesObject.isGameOver(); if (gameOver == true) { //If the game is over... // Load the the Game over scene. SceneManager.LoadScene("GameOverScreen"); } else { // If the game is not over... // Reset the current leel to restart // Reset the current level to reset from the beggining. // First, ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); // Second, tell unity to load the current level again by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }
// Our own function for handling player death public void Kill() { //take away a life and save that change livesObject.LoseLife(); livesObject.SaveLives(); // check if it's game over bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { // if it IS game over... //Load the game over scene SceneManager.LoadScene("GameOver"); } else { // if it is NOT game over... // reset the current level to restart from screen // Reset the current level to restart from the beginning. // First, ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); // Second, tell unity to load the current again // by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }
private void OnCollisionEnter2D(Collision2D collision) { // Detects if the object/assets that was collided with holds the "Enemy" script if (collision.collider.GetComponent <Enemy>()) { //Take away a life and save that change livesObject.LoseLife(); livesObject.saveLives(); //Plays the death sound Death.Play(); //Checks if its game over bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { //If it IS game over, load the game over scene SceneManager.LoadScene("Game_Over"); } else { //Detects what the current score of the player is Score.scoreValue = PlayerPrefs.GetInt("score", 0); //Detects what level the player is on and saves it Scene currentLevel = SceneManager.GetActiveScene(); //Relods the saved level, from the start point of that level //using the build index SceneManager.LoadScene(currentLevel.buildIndex); } } }
public void Kill() { // Take away a life and save that change LivesObject.LoseLife(); LivesObject.SaveLives(); //Check if it's game over bool gameOver = LivesObject.IsGameOver(); if (gameOver == true) { // If it IS game over... // Load the game over screen SceneManager.LoadScene("GameOver"); } else { // If it is NOT game over... // Reset the current level to restart from the beginning //Reset the current level to restart from the beginning //First ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); //Second, tell unity to load the current level again //by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); // Death sound play when player is killed Death.Play(); } }
//our own function for handling player death public void Kill() { //Take away a life and save that change livesObject.LoseLife(); livesObject.SaveLives(); //check if game over bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { //if is game over load game over scene SceneManager.LoadScene("GameOver"); } else { //if not game over reset current level from start //reset the current level to restart from beginning //forst ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); //second tell Unity to load current level again //by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }
void OnTriggerEnter2D(Collider2D c2d) { if (c2d.CompareTag("Player")) { lifecount.LoseLife(); Debug.Log("Life lost"); transform.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY)); } }
public void OnTriggerEnter2D(Collider2D other) { if (vulnerable && other != null && other.CompareTag("Enemy")) { vulnerable = false; Lives.LoseLife(invincibilityTime * 0.33f); StartCoroutine(Invincible()); } }
private void OnCollisionEnter2D(Collision2D collision) { // Check the thing we bump into is an enemy if (collision.collider.GetComponent <Enemy>()) { //Take away a life and save that change livesObject.LoseLife(); livesObject.saveLives(); //Check if its game over bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { //If it IS game over... //Load the game over scene SceneManager.LoadScene("Game_Over"); } else { //try and fix this you need to try and get the game to take away a life but not reset //but still check to see if the gme is over and the get the game to reset //If it is NOT game over... //reset the current level to restart from the begining // Reset the current level to restart from the begining. //First, ask untiy what the current level is Score.scoreValue = PlayerPrefs.GetInt("score", 0); Scene currentLevel = SceneManager.GetActiveScene(); //Second, tell unity to load the current again // by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } } }
public void Kill() { livesObject.LoseLife(); livesObject.SaveLives(); //check to see if any lives left bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { //loads Game Over is no lives left SceneManager.LoadScene("GameOver"); } else { //gets and reloads current level Scene currentLevel = SceneManager.GetActiveScene(); SceneManager.LoadScene(currentLevel.buildIndex); } }
//Our own fuction for handling player death public void Kill() { lives.LoseLife(); lives.SaveLives(); if (lives.IsGameOver()) { // Go to game over screen SceneManager.LoadScene("GameOver"); } else { //Reset the current level to restart from the beginning. //First, ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); //Second, tell unity to load the current level again. //By passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }
override public void OnMissedThreshold() { lives.LoseLife(); }