private void StartGame() { //Reset score score = 0; scoreText.text = score.ToString(); //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play starting music audioControllerMainScript.playingMML = true; //Set death to false playerLost = false; //Reset player's powision to middle of area transform.position = new Vector2(0, 5); //Setting values to default starting value timeRemaining = maxTime; timeBar.fillAmount = 1; sprintTime = sprintMaxTime; //Set start text to nothing deathText.text = ""; //Set speech bubble to visible speechBubble.SetActive(true); //Call functions Think(); ResetTurnCount(); //Set values to 0 turnCountEast = 0; turnCountNorth = 0; turnCountWest = 0; turnCountSouth = 0; //Set blockades to false eastBlockade.SetActive(false); northBlockade.SetActive(false); westBlockade.SetActive(false); southBlockade.SetActive(false); }
void SetLose() { //Find gamemode script GameObject gamemode = GameObject.Find("Gamemode"); Gamemode gamemodeScript = gamemode.GetComponent <Gamemode>(); //Sets screen text gamemodeScript.winCondition = false; gamemodeScript.SetRoundEnd(); //Find Audio script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play correct path Audio audioControllerMainScript.pathWrong.pitch = Random.Range(.9f, 1.1f); audioControllerMainScript.pathWrong.Play(); }
// Update is called once per frame void Update() { if (playingMM && flag == false) { Playing(); } if (playingMM == false) { flag = false; musicStart.enabled = false; } if (!musicStart.isPlaying) { //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); audioControllerMainScript.playingMML = true; } }
IEnumerator SetWin() { //Find gamemode script GameObject gamemode = GameObject.Find("Gamemode"); Gamemode gamemodeScript = gamemode.GetComponent <Gamemode>(); //Sets screen text gamemodeScript.winCondition = true; gamemodeScript.SetRoundEnd(); //Find Audio script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play correct path Audio audioControllerMainScript.pathCorrect.pitch = Random.Range(.9f, 1.1f); audioControllerMainScript.pathCorrect.Play(); yield return(new WaitForSeconds(0.1f)); //Enemy thinks of new wrong answer gamemodeScript.Think(); }
private void Update() { //If the player presses space if (Input.GetKeyDown("space") && playerLost) { player = GameObject.Find("Player"); player.transform.position = new Vector2(-0.5f, 6f); //Find Audio script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play correct path Audio audioControllerMainScript.startGame.Play(); //Call function StartGame(); } //If player is not lost and still has sprint bar, deplete it if (!playerLost && Input.GetKey(KeyCode.LeftShift) && sprintTime > 0) { //time remaining decreases over time sprintTime -= sprintHoldBack; sprintBar.fillAmount = sprintTime; Player playerScript = player.GetComponent <Player>(); playerScript.playerSpeed = playerScript.sprintSpeed; } if (!playerLost && sprintTime <= 0) { Player playerScript = player.GetComponent <Player>(); playerScript.playerSpeed = playerScript.walkSpeed; } //If player presses escape, quit the game if (Input.GetKeyDown("escape")) { Application.Quit(); } //If the player presses r, reset the highscore if (Input.GetKeyDown("r")) { PlayerPrefs.DeleteKey("HighScore"); highScoreText.text = "Highscore 0"; } //If the time is above 0, decrease it continuesly if (timeRemaining >= 0 && !playerLost) { //time remaining decreases over time timeRemaining -= Time.deltaTime * difficulty; timeBar.fillAmount = timeRemaining / 10; } //If timer gets to 0, play death SFX // & trigger gameover function if (timeRemaining <= 0) { //call function GameOver(); } if (!playerLost) { highScoreText.text = "".ToString(); } }
void IncreaseTurnCount() { //If east blockade is active, increase turncounteast count by 1 if (eastBlockade.activeSelf) { turnCountEast++; //Call function to start blockade timer BlockadeTimer(); } //If north blockade is active, increase turncounteast count by 1 if (northBlockade.activeSelf) { turnCountNorth++; //Call function to start blockade timer BlockadeTimer(); } //If west blockade is active, increase turncounteast count by 1 if (westBlockade.activeSelf) { turnCountWest++; //Call function to start blockade timer BlockadeTimer(); } //If south blockade is active, increase turncounteast count by 1 if (southBlockade.activeSelf) { turnCountSouth++; //Call function to start blockade timer BlockadeTimer(); } //Disable the images for turns left for East path if (blockEastCount == 1) { eastBlock1.SetActive(true); eastBlock2.SetActive(false); eastBlock3.SetActive(false); } if (blockEastCount == 2) { eastBlock2.SetActive(true); eastBlock1.SetActive(false); eastBlock3.SetActive(false); } if (blockEastCount == 3) { if (playedOnceE == false) { playedOnceE = true; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play audio for block up audioControllerMainScript.blockSpawn.Play(); } eastBlock3.SetActive(true); eastBlock1.SetActive(false); eastBlock2.SetActive(false); } //Disable the images for turns left for North path if (blockNorthCount == 1) { northBlock1.SetActive(true); northBlock2.SetActive(false); northBlock3.SetActive(false); } if (blockNorthCount == 2) { northBlock2.SetActive(true); northBlock1.SetActive(false); northBlock3.SetActive(false); } if (blockNorthCount == 3) { if (playedOnceN == false) { playedOnceN = true; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play audio for block up audioControllerMainScript.blockSpawn.Play(); } northBlock3.SetActive(true); northBlock1.SetActive(false); northBlock2.SetActive(false); } //Disable the images for turns left for West path if (blockWestCount == 1) { westBlock1.SetActive(true); westBlock2.SetActive(false); westBlock3.SetActive(false); } if (blockWestCount == 2) { westBlock2.SetActive(true); westBlock1.SetActive(false); westBlock3.SetActive(false); } if (blockWestCount == 3) { if (playedOnceW == false) { playedOnceW = true; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play audio for block up audioControllerMainScript.blockSpawn.Play(); } westBlock3.SetActive(true); westBlock1.SetActive(false); westBlock2.SetActive(false); } //Disable the images for turns left for South path if (blockSouthCount == 1) { southBlock1.SetActive(true); southBlock2.SetActive(false); southBlock3.SetActive(false); } if (blockSouthCount == 2) { southBlock2.SetActive(true); southBlock1.SetActive(false); southBlock3.SetActive(false); } if (blockSouthCount == 3) { if (playedOnceS == false) { playedOnceS = true; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play audio for block up audioControllerMainScript.blockSpawn.Play(); } southBlock3.SetActive(true); southBlock1.SetActive(false); southBlock2.SetActive(false); } //Call function //ResetTurnCount(); }
//When the player chooses successfully IEnumerator ScoreUp() { //Set sprintbar to full sprintTime = sprintMaxTime; sprintBar.fillAmount = 1f; //Set timebar to full timeRemaining = maxTime; //Increase difficulty difficulty += .25f; yield return(new WaitForSeconds(.1f)); //Turns to wait until specific blockade goes down if it's active if (turnCountEast == turnCountMax && eastBlockade.activeSelf) { //Minus 1 block count due to one blockade despawning blockCount--; eastBlockade.SetActive(false); turnCountEast = 0; blockEastCount = 0; //Reset variable playedOnceE = false; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play block over audio audioControllerMainScript.blockOver.Play(); //Call function to reset East Path blockades ResetEastPath(); /*if (northBlockade.activeSelf) * { * northBlockade.SetActive(false); * turnCountNorth = 0; * blockNorthCount = 0; * * if (westBlockade.activeSelf) * { * westBlockade.SetActive(false); * turnCountWest = 0; * blockWestCount = 0; * * if (southBlockade.activeSelf) * { * southBlockade.SetActive(false); * turnCountSouth = 0; * blockSouthCount = 0; * } * } * } */ } if (turnCountNorth == turnCountMax && northBlockade.activeSelf) { //Minus 1 block count due to one blockade despawning blockCount--; northBlockade.SetActive(false); turnCountNorth = 0; blockNorthCount = 0; //Reset variable playedOnceN = false; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play block over audio audioControllerMainScript.blockOver.Play(); //Call function to reset North Path blockades ResetNorthPath(); /* if (eastBlockade.activeSelf) * { * eastBlockade.SetActive(false); * turnCountEast = 0; * blockEastCount = 0; * * if (westBlockade.activeSelf) * { * westBlockade.SetActive(false); * turnCountWest = 0; * blockWestCount = 0; * * if (southBlockade.activeSelf) * { * southBlockade.SetActive(false); * turnCountSouth = 0; * blockSouthCount = 0; * } * } * } */ } if (turnCountWest == turnCountMax && westBlockade.activeSelf) { //Minus 1 block count due to one blockade despawning blockCount--; westBlockade.SetActive(false); turnCountWest = 0; blockWestCount = 0; //Reset variable playedOnceW = false; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play block over audio audioControllerMainScript.blockOver.Play(); //Call function to reset West Path blockades ResetWestPath(); /* if (northBlockade.activeSelf) * { * northBlockade.SetActive(false); * turnCountNorth = 0; * blockNorthCount = 0; * * if (eastBlockade.activeSelf) * { * eastBlockade.SetActive(false); * turnCountEast = 0; * blockEastCount = 0; * * if (southBlockade.activeSelf) * { * southBlockade.SetActive(false); * turnCountSouth = 0; * blockSouthCount = 0; * } * } * } */ } if (turnCountSouth == turnCountMax && southBlockade.activeSelf) { //Minus 1 block count due to one blockade despawning blockCount--; southBlockade.SetActive(false); turnCountSouth = 0; blockSouthCount = 0; //Reset variable playedOnceS = false; //Find gamemode script GameObject audioControllerMain = GameObject.Find("AudioControllerMain"); AudioControllerMain audioControllerMainScript = audioControllerMain.GetComponent <AudioControllerMain>(); //Play block over audio audioControllerMainScript.blockOver.Play(); //Call function to reset South Path blockades ResetSouthPath(); /* if (northBlockade.activeSelf) * { * northBlockade.SetActive(false); * turnCountNorth = 0; * blockNorthCount = 0; * * if (westBlockade.activeSelf) * { * westBlockade.SetActive(false); * turnCountWest = 0; * blockWestCount = 0; * * if (eastBlockade.activeSelf) * { * eastBlockade.SetActive(false); * turnCountEast = 0; * blockEastCount = 0; * } * } * } */ } }