void Start() { Button tt = t.GetComponent <Button>(); //t = this.gameObject.GetComponent<button>(); if (exit1) { tt.onClick.AddListener(exit); } else { tt.onClick.AddListener(start); } }
public void resetButton(button b) { int chance = Random.Range(0, 100); if (chance < 35) { b.plantID = 0; } else if (chance < 70) { b.plantID = 1; } else if (chance < 85) { b.plantID = 2; } else { b.plantID = 3; } b.GetComponent <Image>().sprite = plantIcons[b.plantID]; b.GetComponent <Image>().enabled = true; b.GetComponent <Button>().interactable = true; }
public void killButton(button b) { b.GetComponent <Image>().enabled = false; b.GetComponent <Button>().interactable = true; }
void Update() { /* --- VARS --- */ if (isFiring && !isCooling) { temperature += Time.deltaTime; } else { temperature -= Time.deltaTime * 1.5f; } if (temperature < 0f) { isCooling = false; temperature = 0f; } isFiring = fireButton.GetComponent <button>().buttonPressed || Input.GetAxis("Jump") == 1; if (temperature >= maxFiretime) { isCooling = true; } heatOMeter.value = temperature / maxFiretime; heatAim.GetComponent <colorTint>().tint = isCooling; float s = steering.value - steering.maxValue / 2f; float moveX = Math.Sign(s) * Math.Sign(Mathf.Floor(Math.Abs(s))); if (!steering.GetComponent <button>().buttonPressed) { steering.value += steering.maxValue / 2f - steering.value; } /* --- MOVEMENT --- */ float deltaX = moveX * speed + Input.GetAxis("Horizontal") * speed; Vector3 movement = new Vector3(deltaX, 0, speedForv); movement *= Time.deltaTime; _charController.Move(movement); /* --- FIRING --- */ if (isFiring && !flg && !isCooling) { // SceneManager.LoadScene(0); spawntime = Time.time; flg = true; var shot = GameObject.Instantiate(bullet, transform.position + new Vector3(laserBias, 0f, 0f), transform.rotation); shot.GetComponent <bullet>().ship = gameObject; } if (flg && Time.time - spawntime > sleep / (1f + temperature / maxFiretime * 0.5f)) { flg = false; } /* --- HEALTH --- */ if (health < 0f) { health = 0f; } healthBar.value = health; if (health <= 0f) { SceneManager.LoadScene(0); } }