void Update() { totalTimePlaying += Time.deltaTime; if (distractionTimer <= 0.0f) { totalTimeDistracted += Time.deltaTime; if (!clickingCounts) { clickingCounts = true; clicks.myClicks = 0; } //pause the game gamePaused = true; //if setting to dark if (setDark) { cameraControl.vignette += Time.deltaTime; if (cameraControl.vignette >= 3.0f) { setDark = false; } } else { if (clicks.myClicks >= 15) { cameraControl.vignette -= Time.deltaTime; if (cameraControl.vignette <= 0.0f) { cameraControl.vignette = 0.0f; SetDistractionTime(); gamePaused = false; clicks.myClicks = 0; } } } } else if (!gameComplete && !myBook.active) { distractionTimer -= Time.deltaTime; } else if (gameComplete) { Feedback feedback = GameObject.FindGameObjectWithTag("FeedbackSystem").GetComponent <Feedback>(); if (feedback) { feedback.AddChallengeTime(totalTimePlaying); feedback.AddTimeDistracted(totalTimeDistracted); feedback.SetOverallScore(myScore.score); } Application.LoadLevel("Alpha_Home_outside"); } }
// Update is called once per frame void Update() { totalTimePlaying += Time.deltaTime; //pressing space closes the menu and puts the highlighter off screen if (Input.GetKeyDown(KeyCode.Space)) { menuUp = false; Highlighter.transform.position = new Vector3(0, -7.0f, 0); } //this large if statement decides which books are meant to be up. Sorry about the mess, I got stuck. //if the menu isn't up if (menuUp == false) { //by default the books shouldn't be seen BookSprite1.GetComponent <Renderer>().enabled = false; BookSprite2.GetComponent <Renderer>().enabled = false; BookSprite3.GetComponent <Renderer>().enabled = false; BookSprite4.GetComponent <Renderer>().enabled = false; BookSprite5.GetComponent <Renderer>().enabled = false; //if the book has been returned then don't show the book. if (bookReturned[1] == true) { BookSprite1.GetComponent <Renderer>().enabled = false; } else { BookSprite1.GetComponent <Renderer>().enabled = true; } if (bookReturned[2] == true) { BookSprite2.GetComponent <Renderer>().enabled = false; } else { BookSprite2.GetComponent <Renderer>().enabled = true; } if (bookReturned[3] == true) { BookSprite3.GetComponent <Renderer>().enabled = false; } else { BookSprite3.GetComponent <Renderer>().enabled = true; } if (bookReturned[4] == true) { BookSprite4.GetComponent <Renderer>().enabled = false; } else { BookSprite4.GetComponent <Renderer>().enabled = true; } if (bookReturned[5] == true) { BookSprite5.GetComponent <Renderer>().enabled = false; } else { BookSprite5.GetComponent <Renderer>().enabled = true; } } else { //if the meny is up then the books are up by default BookSprite1.GetComponent <Renderer>().enabled = true; BookSprite2.GetComponent <Renderer>().enabled = true; BookSprite3.GetComponent <Renderer>().enabled = true; BookSprite4.GetComponent <Renderer>().enabled = true; BookSprite5.GetComponent <Renderer>().enabled = true; //If the book has been returned then it shouldn't show up. if (bookReturned[1] == true) { BookSprite1.GetComponent <Renderer>().enabled = false; } else { BookSprite1.GetComponent <Renderer>().enabled = true; } if (bookReturned[2] == true) { BookSprite2.GetComponent <Renderer>().enabled = false; } else { BookSprite2.GetComponent <Renderer>().enabled = true; } if (bookReturned[3] == true) { BookSprite3.GetComponent <Renderer>().enabled = false; } else { BookSprite3.GetComponent <Renderer>().enabled = true; } if (bookReturned[4] == true) { BookSprite4.GetComponent <Renderer>().enabled = false; } else { BookSprite4.GetComponent <Renderer>().enabled = true; } if (bookReturned[5] == true) { BookSprite5.GetComponent <Renderer>().enabled = false; } else { BookSprite5.GetComponent <Renderer>().enabled = true; } } //if books have been returned then set them to returned if (Shelf0.GetComponent <ReturnReturnedBook>().returned == true) { bookReturned[1] = true; } if (Shelf1.GetComponent <ReturnReturnedBook>().returned == true) { bookReturned[2] = true; } if (Shelf2.GetComponent <ReturnReturnedBook>().returned == true) { bookReturned[3] = true; } if (Shelf3.GetComponent <ReturnReturnedBook>().returned == true) { bookReturned[4] = true; } if (Shelf4.GetComponent <ReturnReturnedBook>().returned == true) { bookReturned[5] = true; } //game over state gameOver = true; if (bookReturned[1] == false || bookReturned[2] == false && bookReturned[3] == false || bookReturned[4] == false || bookReturned[5] == false) { gameOver = false; } if (gameOver == true) { Feedback feedback = ScoreKeeper.GetComponent <Feedback>(); if (feedback) { feedback.AddChallengeTime(totalTimePlaying); feedback.AddTimeDistracted(totalTimeDistracted); feedback.SetOverallScore((score * 5)); } Application.LoadLevel("Alpha_Home_outside"); } //display score ScoreDisplay.text = "score : " + score; }