public void OnEnemyDeath() { CurrentNumOfEnemies--; /* * if (CurrentNumOfEnemies < 5) * { * // You killed everyone, change scene: * LaserLevelManager.LoadLevel("NextLevelMenu"); * } */ KilledEnemies++; if (Time.timer > 0 && KilledEnemies >= EnemiesToNextLevel) { LaserLevelManager.LoadLevel("NextLevelMenu"); } }
void Update() { if (timer >= 0.0f && CanCount) { timer -= Time.deltaTime; //The timer will count down in delta time based on the seconds we have TimerText.text = timer.ToString("F"); //Converting Timer into a string value } //This means that when the timer reaches zero and OnlyOnce is equal to false else if (timer <= 0.0f && !OnlyOnce) //If the timer goes below 0 and OnlyOnce is not equal to flase { CanCount = false; //CanCount is equal to false so we are not counting down anymore since it's not greater than zero and we can't count anymore OnlyOnce = true; //This is goning to be done once when it reaches it TimerText.text = "0.00"; //Setting the UI to 0 timer = 0.0f; //Setting the timer to 0 if (Time.timer == 0.0f && EnemySpawner.Instance.KilledEnemies != EnemySpawner.Instance.EnemiesToNextLevel) { LaserLevelManager.LoadLevel("Lose"); } } }