void Configure_Environment() { Lightening.SetActive(true); StartCoroutine(doLight()); float darkpercentage = (float)((float)wrongeOnes / (float)TotalDecisions); Darker.vignette.intensity = 1.5f * darkpercentage; float lightpercentage = (float)((float)correctOnes / (float)TotalDecisions); Lighter.settings.intensity = 0.25f * lightpercentage; if (DecisionCounter >= TotalDecisions) { character.Interacting = true; if (correctOnes >= 10) { winScreen.SetActive(true); // Win.. print("win.."); } else { LoseScreen.SetActive(true); print("lose.."); // Lose.. } StartCoroutine(LoadDelayedScene()); } }
public void AddHealth(float amount) { healthPoints += amount; if (gameObject.name.Contains("Enemy")) { healthBar.fillAmount = healthPoints / startHealth; } if (gameObject.name.Contains("Player")) { PlayerHealthOverlay.SetActive(true); } // Die if (healthPoints <= 0) { if (gameObject.name.Contains("Enemy")) { Destroy(gameObject); WinScreen.SetActive(true); Time.timeScale = 0.0f; } if (gameObject.name.Contains("Player")) { Destroy(gameObject); LoseScreen.SetActive(true); Time.timeScale = 0.0f; } } }
void StartGame() { GameIsStarted = true; WinScreen.SetActive(false); LoseScreen.SetActive(false); StartCoroutine(SpawnBottles()); }
public void GameOver() { foreach (BalloonController balloon in AIBalloons) { balloon.active = false; } FinalProfit.text = score.ToString(); GameUI.SetActive(false); LoseScreen.SetActive(true); }
void Update() { if (isLose) { LoseScreen.SetActive(true); playertouch.enabled = false; generator.enabled = false; timer += 0.02f; loseScoreText.text = Mathf.RoundToInt(Mathf.Lerp(0, PlayerTouch.score, timer)).ToString(); } }
public void Lose() { Debug.Log("Lose"); Save_Prefs(); Time.timeScale = 0f; finalScore.text = coinCount.ToString(); Menu.enabled = false; LoseScreen.SetActive(true); if (i == 1) { soundEffector.PlayLoseSound(); } i = 0; }
// Update is called once per frame void Update() { if (target == null) // if their is no target { for (int i = 0; i < AIList.Count; i++) // find all AI { countDown = AIList[i].pawn.DoIdle(AIList[i].speed, countDown); // change look direction after count down if (countDown < 0) // if countdown is less than 0 { countDown = startPoint; // reset countdown } } } if (target != null) // if their is a target { if (target.GetComponent <AIController>() != null) // make sure the target has an AI component { FSM(); // run Finite State Mahcine } } if (playerHealth.value <= 0 && gameIsRuning) // if the player's health reaches 0 and game is running { lose = true; // Game is over and player lost } if (win || lose) // if lose or win condition is meet { Time.timeScale = 0; // freeze motion gameIsRuning = false; // game is not runnign if (win) // if win { winScreen.SetActive(true); // show win screen win = false; // Reset win to false } else // otherwise if lose { LoseScreen.SetActive(true); // show lose screen lose = false; // Reset lose to false } } }