// Update is called once per frame void Update() { deltaTime += (Time.deltaTime - deltaTime) * 0.1f; if (noSound) { GetComponent <AudioSource>().volume = 0; } if (!noSound) { GetComponent <AudioSource>().volume = 1f; } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); // GameObject.Find("PauseButton").GetComponent<clickButton>().OnMouseDown(); } if (Input.GetKeyDown(KeyCode.A)) { // creatorBall.AddMesh(); } if (gameOver && !gameOverShown) { gameOverShown = true; //isGameOver = true; // return; } if (GameEvent.Instance.GameStatus == GameState.WinProccess) { //isGameOver = true; // return; } if (Time.time > dropDownTime && dropDownTime != 0f) { //dropingDown = false; dropDownTime = 0; StartCoroutine(getBallsForMesh()); } if (LevelData.GetTarget() != TargetType.Round && LevelData.CheckTargetComplete() && (GameEvent.Instance.GameStatus == GameState.Playing || GameEvent.Instance.GameStatus == GameState.BlockedGame)) { isGameOver = true; GameEvent.Instance.GameStatus = GameState.WinProccess; } else if (GameEvent.Instance.GameStatus == GameState.Playing && !block /* || GameEvent.Instance.GameStatus == GameState.BlockedGame*/) { //Debug.Log("Between Turns"); if (LevelData.GetTarget() != TargetType.Round && LevelData.CheckTargetComplete()) { isGameOver = true; GameEvent.Instance.GameStatus = GameState.WinProccess; } else if (LevelData.GetTarget() == TargetType.Round && LevelData.CheckTargetComplete() && GameEvent.Instance.GameStatus == GameState.WaitForTarget2) { isGameOver = true; GameEvent.Instance.GameStatus = GameState.WinProccess; } else if (LevelData.LimitAmount <= 0 && newBall == null && !LevelData.CheckTargetComplete()) { isGameOver = true; GameEvent.Instance.GameStatus = GameState.OutOfMoves; } } ProgressBarScript.Instance.UpdateDisplay((float)score * 100f / ((float)LevelData.star1 / ((LevelData.star1 * 100f / LevelData.star3)) * 100f) / 100f); if (score >= LevelData.star1 && stars <= 0) { stars = 1; } if (score >= LevelData.star2 && stars <= 1) { stars = 2; } if (score >= LevelData.star3 && stars <= 2) { stars = 3; } if (score >= LevelData.star1) { starsObject[0].SetActive(true); } if (score >= LevelData.star2) { starsObject[1].SetActive(true); } if (score >= LevelData.star3) { starsObject[2].SetActive(true); } }