public void PauseOn() { Instantiate(Pause, transform.position, transform.rotation); pause = true; foreach (GameObject objs in Turrets) { objs.SetActive(false); } foreach (GameObject Enem in enemies) { Enem.SetActive(false); } foreach (GameObject bArs in Bars) { bArs.SetActive(false); } foreach (GameObject bOmb in Bombs) { bOmb.SetActive(false); } foreach (GameObject ProJ in Projectiles) { ProJ.SetActive(false); } foreach (GameObject fIre in FireShots) { fIre.SetActive(false); } foreach (GameObject iCes in Ices) { iCes.SetActive(false); } }
public void PauseOfF() { round_accessor.pause = false; foreach (GameObject objs in round_accessor.Turrets) { objs.SetActive(true); } foreach (GameObject Enem in round_accessor.enemies) { Enem.SetActive(true); } foreach (GameObject bArs in round_accessor.Bars) { bArs.SetActive(true); } foreach (GameObject bOmb in round_accessor.Bombs) { bOmb.SetActive(true); } foreach (GameObject ProJ in round_accessor.Projectiles) { ProJ.SetActive(true); } foreach (GameObject fIre in round_accessor.FireShots) { fIre.SetActive(true); } foreach (GameObject iCes in round_accessor.Ices) { iCes.SetActive(true); } GameObject PauseScreen = GameObject.Find("Pause Screen(Clone)"); Destroy(PauseScreen); }
// Update is called once per frame void Update() { if (startTimer > 0 && currentEnemies == maxEnemies && enemies.Length == 0) //if we're either counting down or still waiting { roundIsOver = true; //round is still in over state } else //otherwise //the round is over and we need to //start the next wave { roundIsOver = false; } if (roundIsOver == true) //if the round is in over state { if (Input.GetKeyDown("space")) //"press space to start the countdown timer { if (startTimer > 0) // but only if its not 0 { InvokeRepeating("CountDown", 1, 1); } } //current_enemy_amount = enemies.Length; } round = "<color=#ff0000ff><size=30>Round: " + wave + "</size></color>"; RoundHeight = (Screen.height - (Screen.height - 75)); current_enemy_amount = enemies.Length; if (Input.GetKeyDown("escape") && pause == false) { Instantiate(Pause, transform.position, transform.rotation); pause = true; foreach (GameObject objs in Turrets) { objs.SetActive(false); } foreach (GameObject Enem in enemies) { Enem.SetActive(false); } foreach (GameObject bArs in Bars) { bArs.SetActive(false); } foreach (GameObject bOmb in Bombs) { bOmb.SetActive(false); } foreach (GameObject ProJ in Projectiles) { ProJ.SetActive(false); } foreach (GameObject fIre in FireShots) { fIre.SetActive(false); } foreach (GameObject iCes in Ices) { iCes.SetActive(false); } } else if (Input.GetKeyDown("escape") && pause == true) { pause = false; foreach (GameObject objs in Turrets) { objs.SetActive(true); } foreach (GameObject Enem in enemies) { Enem.SetActive(true); } foreach (GameObject bArs in Bars) { bArs.SetActive(true); } foreach (GameObject bOmb in Bombs) { bOmb.SetActive(true); } foreach (GameObject ProJ in Projectiles) { ProJ.SetActive(true); } foreach (GameObject fIre in FireShots) { fIre.SetActive(true); } foreach (GameObject iCes in Ices) { iCes.SetActive(true); } GameObject PauseScreen = GameObject.Find("Pause Screen(Clone)"); Destroy(PauseScreen); } if (pause == false) { enemies = GameObject.FindGameObjectsWithTag("Enemy"); Turrets = GameObject.FindGameObjectsWithTag("Turret"); Bars = GameObject.FindGameObjectsWithTag("Bar"); FireShots = GameObject.FindGameObjectsWithTag("Fire"); Projectiles = GameObject.FindGameObjectsWithTag("Projectile"); Ices = GameObject.FindGameObjectsWithTag("Ice"); Bombs = GameObject.FindGameObjectsWithTag("Bomb"); } pauseY = (Screen.height / 2 - 100); pauseX = (Screen.width / 2 - 200); if (lives <= 0) { Application.LoadLevel("Forest"); } if (SpeedTog.isOn == true) { Time.timeScale = 2f; } else if (SpeedTog.isOn == false) { Time.timeScale = 1f; } }