public void gameOver() { GameObject GameOverText; GameOverText = GameObject.Find("GameOverText"); GameOverText.GetComponent <Text>().text = "Game Over\n" + "Score: " + Score.ToString(); }
void Update() { timer -= Time.deltaTime; Text time_text = TimerText.GetComponent <Text>(); if (HpCurrent <= 0) { cancelSpawn.CancelInvoke(); status_text.text = "YOU DIED!"; GameOverText.SetActive(true); PauseButton.SetActive(false); } else if (timer >= 0.0f) { time_text.text = timer.ToString("F1") + "'s"; } else { cancelSpawn.CancelInvoke(); time_text.text = "0.0's"; status_text.text = "TIME OUT!"; GameOverText.SetActive(true); PauseButton.SetActive(false); } }
/// <summary> ///Gameover Text for notifying and wait for waitTime to change Scence /// </summary> public void GameOver() { GameOverText.SetActive(true); enemyManagement.ClearEnemy(); Gameplay.SetActive(false); Invoke("ShowGameOverCanvas", waitTime);// scence will change in waitTime seconds }
private void Awake() { if (instance == null) { instance = this; } }
IEnumerator GameOverTextAppear(float t) { yield return(new WaitForSeconds(t)); GameOverText got = ((GameObject)Instantiate(gameOverText, transform)).GetComponent <GameOverText> (); got.GetComponent <RectTransform> ().localPosition = new Vector3(0.5f, 0.5f, 0f); got.Fade(t); }
private void GameOver() { var font = LoadFont(GameOverFont); var gameOverText = new GameOverText(font); var textPositionOnScreen = new Vector2(460, 300); gameOverText.Position = textPositionOnScreen; AddGameObject(gameOverText); _gameOver = true; }
public void Show(bool IsBestScore, int oldBestScore, EndGameReason reason) { Debug.LogError("FinishedGamePopup Show"); ResetComponents(); GameState GS = GameSceneManager.Instance.GameState; int StarsToActivate = 0; if (IsBestScore) { StarsToActivate = 3; } else { if (oldBestScore != 0) { float pctToBest = (GS.Score * 100) / oldBestScore; if (pctToBest >= 33f) { StarsToActivate++; } if (pctToBest >= 66f) { StarsToActivate++; } if (pctToBest >= 99f) { StarsToActivate++; } } } if (reason == EndGameReason.OUT_OF_TIME) { GameOverText.SetText(GameUtils.GetTranslatedText("TimeIsUp")); } else { GameOverText.SetText("GAME OVER"); } BestScoreTxt.SetText(oldBestScore.ToString()); ScoreTxt.SetText(GS.Score.ToString()); SavedAliensTxt.SetText(GS.CurrentSavedAliens.ToString()); StolenBriefcasesTxt.SetText(GS.CurrentStolenBriefcases.ToString()); gameObject.SetActive(true); // Debug.LogError("pass 2"); AnimCoroutine = Animate(IsBestScore, StarsToActivate); StartCoroutine(AnimCoroutine); }
public override void LoadContent() { _player = new PlayerSprite(LoadTexture(FighterSpriteSheet)); _player.Position = new Vector2(200, 400); AddGameObject(_player); var font = LoadFont("Fonts/GameOver"); var gameOverText = new GameOverText(font); var textPosition = new Vector2(460, 300); gameOverText.Position = textPosition; AddGameObject(gameOverText); }
public override void LoadContent() { _missileTexture = LoadTexture(MissileTexture); _exhaustTexture = LoadTexture(ExhaustTexture); _bulletTexture = LoadTexture(BulletTexture); _explosionTexture = LoadTexture(ExplosionTexture); _chopperTexture = LoadTexture(ChopperTexture); _playerSprite = new PlayerSprite(LoadTexture(PlayerFighter)); _livesText = new LivesText(LoadFont(TextFont)); _livesText.NbLives = StartingPlayerLives; _livesText.Position = new Vector2(10.0f, 690.0f); AddGameObject(_livesText); _levelStartEndText = new GameOverText(LoadFont(GameOverFont)); var background = new TerrainBackground(LoadTexture(BackgroundTexture), SCOLLING_SPEED); background.zIndex = -100; AddGameObject(background); // load sound effects and register in the sound manager var bulletSound = LoadSound(BulletSound); var missileSound = LoadSound(MissileSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f); // load soundtracks into sound manager var track1 = LoadSound(Soundtrack1).CreateInstance(); var track2 = LoadSound(Soundtrack2).CreateInstance(); _soundManager.SetSoundtrack(new List <SoundEffectInstance>() { track1, track2 }); _chopperGenerator = new ChopperGenerator(_chopperTexture, AddChopper); var levelReader = new LevelReader(_viewportWidth); _level = new Level(levelReader); _level.OnGenerateEnemies += _level_OnGenerateEnemies; _level.OnGenerateTurret += _level_OnGenerateTurret; _level.OnLevelStart += _level_OnLevelStart; _level.OnLevelEnd += _level_OnLevelEnd; _level.OnLevelNoRowEvent += _level_OnLevelNoRowEvent; ResetGame(); }
/// <summary> ///Show gameover scence /// </summary> public void ShowGameOverCanvas() { if (score > hightScore) { SaveHightScore(score); hightScore = score; } gameState = GameState.GAMEOVER; GameplayCanvas.SetActive(false); GameOverText.SetActive(false); GameOverCanvas.SetActive(true); GOVscoreText.text = score.ToString(); }
IEnumerator DelayRestart() { HPTextGO.SetActive(false); scoreTextGO.SetActive(false); GameOverText.SetActive(true); enemiesGO.SetActive(false); Time.timeScale = 0f; yield return(new WaitForSecondsRealtime(1.5f)); Time.timeScale = 1f; HPTextGO.SetActive(true); scoreTextGO.SetActive(true); GameOverText.SetActive(false); SceneManager.LoadScene(0); }
// Use this for initialization void Start() { AudioPlayer = GetComponent <AudioSource>(); PlayerScoreText = GameObject.FindWithTag("ScoreText"); TimerText = GameObject.FindWithTag("TimerText"); GameOverText = GameObject.FindWithTag("GameOverText"); GameOverText.SetActive(false); PlayAgainButton = GameObject.FindWithTag("PlayAgainButton"); PlayAgainButton.SetActive(false); MainMenuButton = GameObject.FindWithTag("MainMenuButton"); MainMenuButton.SetActive(false); GoalObject = new GameObject[SHAPES_COLOURS] { GameObject.FindWithTag("GoalCube"), GameObject.FindWithTag("GoalSphere"), GameObject.FindWithTag("GoalTriangle") }; GoalSpawner = new Transform[TOTAL_GOAL_SPAWNER]; for (i = 0; i < TOTAL_GOAL_SPAWNER; i++) { GoalSpawner[i] = transform.GetChild(i).transform; } GoalColour = new Color[SHAPES_COLOURS] { Color.red, Color.green, Color.blue }; goalAlive = false; gameOver = false; chooseShape = Random.Range(MIN_CHOICE, MAX_CHOICE); chooseColour = Random.Range(MIN_CHOICE, MAX_CHOICE); chooseSpawner = Random.Range(MIN_CHOICE, TOTAL_GOAL_SPAWNER); timer = 60; highScore = PlayerPrefs.GetInt(PlayerPrefsKey, 0); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
void GameOver() { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; gameOver = true; Destroy(SpawnedGoalObject); if (playerScore > highScore) { highScore = playerScore; GameOverText.GetComponent <Text>().text = string.Format("Game Over\n New Highscore!", highScore); PlayerPrefs.SetInt(PlayerPrefsKey, playerScore); PlayerPrefs.Save(); AudioPlayer.PlayOneShot(newHighScore, VOLUME_SCALE); } else { GameOverText.GetComponent <Text>().text = string.Format("Game Over\n Current Highscore: {0}", highScore); AudioPlayer.PlayOneShot(applause, VOLUME_SCALE); } GameOverText.SetActive(true); PlayAgainButton.SetActive(true); MainMenuButton.SetActive(true); }
void Start() { chain = FindObjectOfType <Chain>(); m_playerPoints = FindObjectOfType <PlayerMovement>(); m_GameManager = FindObjectOfType <GameOverText>(); }
IEnumerator Animate(bool IsBestScore, int StarsToActivate) { MasterAudio.PlaySound("GameOver"); //Debug.LogError("Animate coroutine"); BG.DOFade(0.85f, 1); yield return(new WaitForSeconds(0.75f)); ADManager.Instance.TryShowInterstitial(); StarsBG.DOFade(1, 0.15f); StartCoroutine(AnimateStars(StarsToActivate)); GameOverText.DOFade(1, 0.5f); GameOverText.transform.DOPunchScale(new Vector3(0.85f, 0.85f, 0.85f), 0.85f); yield return(new WaitForSeconds(0.5f)); // public TextMeshProUGUI BestScoreTxt, ScoreTxt, SavedAliensTxt, StolenBriefcasesTxt, GameOverText; AlienIcon.DOFade(1, 0.35f); BriefcaseIcon.DOFade(1, 0.35f); yield return(new WaitForSeconds(0.15f)); SavedAliensTxt.DOFade(1, 0.35f); StolenBriefcasesTxt.DOFade(1, 0.35f); yield return(new WaitForSeconds(0.15f)); BestScoreLabel.DOFade(1, 0.25f); yield return(new WaitForSeconds(0.1f)); ScoreLabel.DOFade(1, 0.35f); yield return(new WaitForSeconds(0.1f)); BestScoreTxt.DOFade(1, 0.35f); yield return(new WaitForSeconds(0.1f)); ScoreTxt.DOFade(1, 0.35f); if (IsBestScore) { MasterAudio.PlaySound("NewBestScore"); NewBestScoreLabel.DOFade(1, 0.5f); NewBestScoreLabel.transform.DOPunchScale(new Vector3(0.85f, 0.85f, 0.85f), 0.85f); } List <int> LockedSkinsAfter = new List <int>(); LockedSkinsAfter.AddRange(SkinManager.Instance.SkinPrefabs.Where(s => GameUtils.IsSkinLocked(s)).Select(s => s.ID)); if (LockedSkinsAfter.Count < GameSceneManager.Instance.LockedSkinsBefore.Count) { CharsUnlockedTxt.DOFade(1, 0.35f); } yield return(new WaitForSeconds(0.3f)); PlayAgainBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce); yield return(new WaitForSeconds(0.2f)); SettingsBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce); yield return(new WaitForSeconds(0.2f)); MainMenuBtn.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InBounce); yield return(new WaitForSeconds(0.2f)); foreach (Image b in HorizontalBars) { b.DOFade(0.5f, 1f); } }
void Start() { instance = this; //Init (); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("StartButton") && gameStarted == true) { if (GameIsPaused) { Resume(); } else { Pause(); } } if (Input.GetButtonDown("Cancel")) { ControlsUI.SetActive(false); MenuCheckUI.SetActive(false); myInputField.Select(); } if ((P1Slider.value == MaxPoints || P2Slider.value == MaxPoints || P3Slider.value == MaxPoints || P4Slider.value == MaxPoints)) { GameIsPaused = true; checkWinner(); GameOverUI.SetActive(true); GameOverText.GetComponent <Text>().text = "Game Over\n\nThe " + role + " has been promoted"; StartCoroutine(gameOver()); } switch (PowerUp.pointPowerUp) //If a player collects a point power up { case 1: //Player 1 P1Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 2: //Player 2 P2Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 3: //Player 3 P3Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 4: //Player 4 P4Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; } switch (TripWires.playerNum) { case 1: P1Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 2: P2Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 3: P3Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 4: P4Slider.value -= 0.25f; TripWires.playerNum = 0; break; } switch (Dynamite.dynaPlayerNum) { case 1: P1Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 2: P2Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 3: P3Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 4: P4Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; } }
public void Fail() { GameOverText.SetActive(true); // Time.timeScale = 0; }