Esempio n. 1
0
    void FixedUpdate()
    {
        if (score >= 1000)
        {
            BannerScript.UnlockTrophy("Endoplasmic reticulum");
        }

        if (GlobalVariables.arcadeMode == false)
        {
            if (numberofstingsdone >= 20)
            {
                CellGameplayScript.loadCase = 2;
                Set.SetAndEnterStatic(15);
            }
        }

        if (GlobalVariables.arcadeMode == true)
        {
            theLives.GetComponent <TMPro.TextMeshPro>().text = "LIVES: " + lives;
            if (lives < 1)
            {
                if (GlobalVariables.tutorial)
                {
                    Set.SetAndEnterStatic(5);
                }
                else
                {
                    ShowScore();
                }
            }
            if (numberofstingsdone >= neededstings)
            {
                TheLevel.GetComponent <TMPro.TextMeshPro>().text = "Level: " + level;
                neededstings += 5;
            }
            int tmp = (int)score;
            theScore.GetComponent <TMPro.TextMeshPro>().text = "SCORE: " + tmp.ToString();
        }
        else
        {
            theScore.GetComponent <TMPro.TextMeshPro>().text = "";
            TheLevel.GetComponent <TMPro.TextMeshPro>().text = "";
            theLives.GetComponent <TMPro.TextMeshPro>().text = "";
        }
    }
Esempio n. 2
0
    void Start()
    {
        // BannerScript.LockTrophy("Endoplasmic reticulum");

        amount       = 0;
        stingamount  = 0;
        fin          = false;
        score        = 0;
        bulletamount = 0;
        BulletAmount.GetComponent <TMPro.TextMeshPro>().text = "CGamp: " + bulletamount;
        theLives.GetComponent <TMPro.TextMeshPro>().text     = "LIVES: " + lives;
        TheLevel.GetComponent <TMPro.TextMeshPro>().text     = "LEVEL: " + level;
        if (GlobalVariables.arcadeMode == false)
        {
            TheLevel.SetActive(false);
            theScore.SetActive(false);
        }
        if (GlobalVariables.tutorial)
        {
            Click();
        }
    }