void KO() { if (!defeated) { defeated = true; LoadBattleSceneScript loadBattleSceneScript = FindObjectOfType <LoadBattleSceneScript>(); GameJolt.API.Scores.Add( new Score((int)Time.timeSinceLevelLoad, Time.timeSinceLevelLoad.ToString(), "Someone w/ " + SystemInfo.deviceModel), HighscoresManager.GetHighscoresIndex(loadBattleSceneScript.EnemyType, loadBattleSceneScript.EnemyLevel), isSuccess => Debug.Log("Highscores update success=" + isSuccess)); EventMessanger.GetInstance().TriggerEvent(new PlayerVictoryEvent()); } }
private void Update() { // Let the player move from node to node or enter a level if (canMove) { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector2 input = new Vector2(h, v); if (input.magnitude > 0.5f) { WorldMapNode newNode = CURRENT_NODE.GetNodeInDirection(input); if (newNode != null) { StartCoroutine(MoveToNewNode(newNode)); } } else if (Input.GetButtonDown("A")) { // TODO: replace this with an actual transition later. // the scene changing itself should probably be done in another class, after a nice fade out if (CURRENT_NODE.IsBattleNode) { LoadBattleSceneScript loader = GameControllerScript.GetInstance().GetComponent <LoadBattleSceneScript>(); loader.LoadBattleScene(CURRENT_NODE.EnemyType, CURRENT_NODE.EnemyLevel, CURRENT_NODE.EnemyMaxPhase); } } } // Make the player sprite hover slightly float hover = Mathf.Sin(Time.time * 8f) * 0.02f; spriteTransform.localPosition = new Vector3(0, 0.75f + hover, -0.1f); }