IEnumerator <YieldInstruction> WaitThenSetHealth(bool player) { Fade.SetActive(true); Fade.GetComponent <Animator>().Update(0); Fade.GetComponent <Animator>().SetTrigger("Fade"); GameManager.GameState = GameManager.eGameState.Playing; StartCoroutine(ScreenChanger.SetActiveWhenLoaded(ScreenChanger.FightScene)); while (!ScreenChanger.IsSceneLoaded(ScreenChanger.FightScene)) { yield return(null); } Fade.SetActive(false); if (player) { Debug.Log("test"); HealthLevels.Instance.CurrentEnemyHealth = HealthLevels.Instance.GetTotalEnemyHealth() - (2 * HealthLevels.Instance.GetTotalEnemyHealth()) / 10; } else { Debug.Log("boost"); HealthLevels.Instance.CurrentPlayerHealth = HealthLevels.Instance.GetTotalPlayerHealth() - (2 * HealthLevels.Instance.GetTotalPlayerHealth()) / 10; } gameObject.SetActive(false); VictoryChecker.EnemiesLeft--; }
void Awake() { if (SharedInstance == null) { SharedInstance = this; } }
private void Start() { sc = GameMaster.gameMaster.GetComponent <ScreenChanger>(); foreach (GameObject item in menuPanels) { item.SetActive(false); } }
public void Victory() { combatState = EnumCombatState.Victory; if (VictoryChecker.EnemiesLeft > 0) { ScreenChanger.UnloadFight(); GameManager.GameState = GameManager.eGameState.OverWorld; } else { GameManager.GameWin(); } }
public void Update() { if (work > 0) { work -= Time.deltaTime; if (work <= 4 && !soundPlay) { StartCoroutine(PlayWarning()); } if (work <= 0) { AudioManager.Instance.PlaySound("Switch"); } } else if (rest > 0) { rest -= Time.deltaTime; if (rest <= 4 && !soundPlay) { StartCoroutine(PlayWarning()); } if (rest <= 0) { AudioManager.Instance.PlaySound("Switch"); } } else if (rounds > 1) { rounds--; work = defaultWork; rest = defaultRest; } else { //switch scene ScreenChanger changer = Camera.main.GetComponent <ScreenChanger>(); changer.Finish(); } int DisplaySeconds = (TimeFinished - System.DateTime.UtcNow).Seconds; int DisplayMinutes = (TimeFinished - System.DateTime.UtcNow).Minutes; TotalTime.text = DisplayMinutes.ToString("D2") + " : " + DisplaySeconds.ToString("D2"); }
// Update is called once per frame void Update() { if (GameState == eGameState.Game_Over && !gameOverInput) { gameOverTimer += Time.deltaTime; if (gameOverTimer >= gameOverWait) { gameOverInput = true; } } if (gameOverInput && GameState != eGameState.Game_Over) { gameOverInput = false; } string currentScene = ScreenChanger.GetActiveScene().name; if (GameState == eGameState.Game_Win && currentScene == ScreenChanger.TitleScene) { GameState = eGameState.Initial; } if (InputManager.GetAnyButtonDown()) { if (currentScene == ScreenChanger.IntroScene || (GameState == eGameState.Game_Over && gameOverInput)) { GameState = eGameState.Initial; ScreenChanger.LoadNewScene(ScreenChanger.TitleScene); } else if (currentScene == ScreenChanger.TitleScene) { GameState = eGameState.OverWorld; ScreenChanger.LoadNewScene(ScreenChanger.TDScene); } } if (InputManager.PowerOff()) { Poweroff.SetActive(true); } }
public MainWindow() { InitializeComponent(); changer = new ScreenChanger(); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ScreenChanger.LoadNewScene("Credits"); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ScreenChanger.LoadFight(); }
private void Start() { sc = FindObjectOfType <ScreenChanger>(); CountBreakableBlocks(); }