public void PlayerDeath() { numOfLives--; Debug.Log("life lost"); // If life lost reduce num of lifes and spawn player // If num of lives is equal to 0 the game is over if (numOfLives == 0) { UpdateHighScore(); GameOver(); } else { StartCoroutine(SpawnPlayer()); stopped = true; Time.timeScale = 0f; } // Turn off life game object in game UI if life is lost if (numOfLives == 2) { Life3.SetActive(false); } else if (numOfLives == 1) { Life2.SetActive(false); } else if (numOfLives == 0) { Life1.SetActive(false); } }
public void Restart() { if (pacManLives == 2) { Life3.SetActive(false); } else if (pacManLives == 1) { Life2.SetActive(false); } PacmanMovement.instance.Restart(); GameObject[] o = GameObject.FindGameObjectsWithTag("Ghost"); foreach (GameObject ghost in o) { ghost.transform.GetComponent <Ghost>().Restart(); } readyText.SetActive(true); foreach (GameObject ghost in ghosts) { ghost.transform.GetComponent <Ghost>().canMove = false; } PacmanMovement.instance.canMove = false; StartCoroutine(StartGameAfter(2)); }
public void StartGame() { foreach (GameObject ghost in ghosts) { ghost.transform.GetComponent <Ghost>().canMove = false; } PacmanMovement.instance.canMove = false; if (currentLevel == 1) { audioSource.PlayOneShot(gameStart); } if (pacManLives == 2) { Life3.SetActive(false); } else if (pacManLives == 1) { Life3.SetActive(false); Life2.SetActive(false); } SpawnDisplayItem(); StartCoroutine(StartGameAfter(4.2f)); }
void Life(GameObject setactive) { Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(true); Life4.SetActive(true); Life5.SetActive(true); }
private void setValues() { //Set all game Lifes Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(true); // Set all flasks Clues1.SetActive(true); Clues2.SetActive(true); Clues3.SetActive(true); }
void Life(int lifeLeft) { switch (lifeLeft) { case 5: Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(true); Life4.SetActive(true); Life5.SetActive(true); break; case 4: Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(true); Life4.SetActive(true); Life5.SetActive(false); break; case 3: Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(true); Life4.SetActive(false); Life5.SetActive(false); break; case 2: Life1.SetActive(true); Life2.SetActive(true); Life3.SetActive(false); Life4.SetActive(false); Life5.SetActive(false); break; case 1: Life1.SetActive(true); Life2.SetActive(false); Life3.SetActive(false); Life4.SetActive(false); Life5.SetActive(false); break; case 0: Life1.SetActive(false); Life2.SetActive(false); Life3.SetActive(false); Life4.SetActive(false); Life5.SetActive(false); break; } }
void Start() { Life3.SetActive(true); Life2.SetActive(true); Life1.SetActive(true); LifeMessage1.SetActive(false); LifeMessage2.SetActive(false); ProgressMessage1.SetActive(false); ProgressMessage2.SetActive(false); ProgressMessage3.SetActive(false); }
void LifeMessages() { if (player.life == 2) { Life3.SetActive(false); LifeMessage1.SetActive(true); StartCoroutine(LifeWait()); } if (player.life == 1) { Life2.SetActive(false); LifeMessage1.SetActive(false); LifeMessage2.SetActive(true); StartCoroutine(LifeWait()); } if (player.life < 1) { Life1.SetActive(false); SceneManager.LoadScene("GameOver"); } }
private void LifeSet() { //If it is the incorrect key, we have to reduce a life and check if we have a gameover // Reduce the amount of Lifes in the game incorrectPlaySoundMusicSource.Play(); --currentLife; //Update the Lifes and check if there was a gameover switch (currentLife) { case 2: Life3.SetActive(false); break; case 1: Life2.SetActive(false); break; case 0: Life1.SetActive(false); SceneManager.LoadScene(LOSSSCREEN); break; } }
void LifeMessages() { if (player.life == 2 && seenC == false) { Life3.SetActive(false); MessageCaution.SetActive(true); StartCoroutine(Contador(1)); //Chama o contador com um código seenC = true; } if (player.life == 1 && seenW == false) { Life2.SetActive(false); MessageCaution.SetActive(false); MessageWarning.SetActive(true); StartCoroutine(Contador(2)); //Chama o contador com um código seenW = true; } if (player.life == 0) { SceneManager.LoadScene("GameOver"); } }