public void Setup(CoinSystem coinSystem) { this.coinSystem = coinSystem; coinText.text = "Coins: " + coinSystem.GetCoin(); coinSystem.OnCoinChanged += CoinSystem_OnCoinChanged; }
public void Die() { //Finding objects mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); eventHandler = GameObject.FindGameObjectWithTag("EventHandler"); //Get objects Components CameraFollow camFollow = mainCamera.GetComponent <CameraFollow>(); GameUIController gameUIControl = eventHandler.GetComponent <GameUIController>(); CoinSystem coinSystem = eventHandler.GetComponent <CoinSystem>(); CollectingSystem collectingSystem = GetComponent <CollectingSystem>(); GenerateTerrain generateTerrain = eventHandler.GetComponent <GenerateTerrain>(); //Set Variables camFollow.isGameStarted = false; //Save score and Collected Coins coinSystem.SaveCoins(collectingSystem.collectedCoins); switch (generateTerrain.gameMode) { case "DeathRun": gameUIControl.SaveDeathRunScore(); break; case "TimeTrial": gameUIControl.SaveTimeTrialScore(); break; } Destroy(this.gameObject); }
IEnumerator MoveObject(int Num, CoolDown Object) { while (StillHoldOn) { yield return(new WaitForFixedUpdate()); MovableObject.transform.position = Input.mousePosition; } MovableObject.color = whenNotSpawn; float MinDistance = float.MaxValue; Vector2 Minvec = new Vector2(); foreach (Vector2 vec in SpawnPoints) { float Distance = Vector2.Distance(Camera.main.ScreenToWorldPoint(MovableObject.transform.position), vec); if (Distance < MinDistance) { Minvec = vec; MinDistance = Distance; } } if (Object.GetCost() <= CoinSystem.Coin) { CoinSystem.SpawnObject(Object.GetCost()); StartCoroutine(Object.Cooldown()); Instantiate(Characters[Num], Minvec, new Quaternion()); } }
void Start() { coinTextController = GameObject.Find("Canvas").GetComponent <CoinTextController>(); coinSystem = new CoinSystem(0); coinTextController.Setup(coinSystem); }
// Use this for initialization void Start() { _coinSystem = GameObject.Find("ScoreCounter").GetComponent <CoinSystem>(); _coinCollectAudio = GetComponent <AudioSource>(); _renderer = GetComponent <Renderer>(); _collision = GetComponent <CapsuleCollider>(); //_audioSamples = _coinCollectAudio.timeSamples; }
void Start() { tankDeathCount = 0; enemyTankDeathCount = 0; TankHealth.gameOverEvent += Defeat; TankHealth.winEvent += ReachedToVictory; coinSystem = GetComponent <CoinSystem>(); //coinSystem.LoadCoin(); }
public static void SaveCoins1(CoinSystem coins) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/Data1.gdz"; FileStream stream = new FileStream(path, FileMode.Create); CoinsData data = new CoinsData(coins); formatter.Serialize(stream, data); stream.Close(); }
public void testEnable() { GameObject testObject = new GameObject(); testObject.AddComponent <CoinSystem>(); CoinSystem testSystem = testObject.GetComponent <CoinSystem>(); testSystem.enable = false; Assert.IsFalse(testSystem.enable); }
// Start is called before the first frame update IEnumerator Start() { star = GetComponentInChildren <Star>(); do { yield return(new WaitForSeconds(5)); cs = FindObjectOfType <CoinSystem>(); star.Launch(); cs.AddCoin(4); } while (looping == true); }
void Start() { coin = GetComponent <CoinSystem>(); }
public CoinSystem coinSystem; // Reference to CoinSystem private void Start() { gameObject.GetComponent <Renderer>().material.color = Color.yellow; // It sets the object colour to yellow coinSystem = FindObjectOfType <CoinSystem>(); // It references the CoinSystem script }
// Use this for initialization void Start() { coins = GameObject.FindGameObjectWithTag("Coins"); coinsToSpend = coins.GetComponent <CoinSystem>(); // reference to coins newPlayer = new PlayerClass(); // create new player }
void Awake() { instance = this; //player = GameObject.FindGameObjectWithTag("Player"); }
public CoinsData(CoinSystem coins2) { coins = coins2.GetCoins(); }