// Update is called once per frame void Update() { if (timeLeft > 0f) { timeLeft -= Time.deltaTime; if (timeLeft >= 10) { timer.text = "00:" + ((int)timeLeft); } else { timer.text = "00:0" + ((int)timeLeft); } } else { if (!donezo) { // Time.timeScale = 0; MinigameManager.FinishMinigame(true); donezo = true; } } }
public void KillBaddie() { currentBaddies--; if (currentBaddies == 0) { MinigameManager.FinishMinigame(true); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Border" || collision.gameObject.tag == "Player") { Destroy(this.gameObject); MinigameManager.FinishMinigame(false); } }
private void LoseState() { if (!minigameOver) { wire_Count = -1; //uiText.GetComponent<Text>().text = "Oof. Maybe next time"; remaining = new int[] { 0, 1, 2 }; minigameOver = true; MinigameManager.FinishMinigame(false); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { //win state MinigameManager.FinishMinigame(true); } if (Input.GetKeyDown(KeyCode.LeftShift)) { //lose state MinigameManager.FinishMinigame(false); } if (Input.GetKeyDown(KeyCode.LeftControl)) { //draw state MinigameManager.FinishMinigame(); } }
public void EndGame(string endCondition) { if (endCondition == "lose") { /*Canvas.SetActive(true); * Panel_Lose.SetActive(true); * Panel_Win.SetActive(false);*/ MinigameManager.FinishMinigame(false); } else if (endCondition == "win") { /*Canvas.SetActive(true); * Panel_Lose.SetActive(false); * Panel_Win.SetActive(true);*/ MinigameManager.FinishMinigame(true); } player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); enemy.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); }
private void WinState() { if (!minigameOver) { //uiText.GetComponent<Text>().text = "Nice!"; print("You won"); unlock.clip = unlockLock; unlock.Play(); wire_Count = -1; remaining = new int[] { 0, 1, 2 }; minigameOver = true; MinigameManager.FinishMinigame(true); /* * Probably will add more things. * Lock Background image should be changed as popped open instead of still closed * audio plays of a very satisfying, audible "pop" */ } }
IEnumerator endGame() { if (loseState == 1) { anim.enabled = false; Fatality.gameObject.SetActive(true); yield return(new WaitForSeconds(3f)); MinigameManager.FinishMinigame(false); } else if (winState == 1) { //win state enemyAnim.enabled = false; Fatality.gameObject.SetActive(true); yield return(new WaitForSeconds(3f)); MinigameManager.FinishMinigame(true); } }
private void Lose() { MinigameManager.FinishMinigame(false); }
private void Win() { MinigameManager.FinishMinigame(true); }
IEnumerator GameLoop(ushort loops) { slider.gameObject.SetActive(memorizeText.enabled = repeatText.enabled = false); AudioManager.instance.PlayMusic(music, 1f, speed, true); yield return(new WaitForSeconds(initialWaitTime)); for (ushort h = 0; h < loops; h++) { c = 0; slider.maxValue = maxTime; slider.value = slider.minValue; memorizeText.enabled = true; // generate new set of buttons and placeholders int size = Mathf.RoundToInt(Random.value * deltaButtons) + minButtons; buttons = new GameObject[size]; buttonSprites = new SpriteRenderer[size]; keys = new ControlStick[size]; float j = -buttons.Length - 1; for (ushort i = 0; i < buttons.Length; i++) { j += 2; buttons[i] = Instantiate(buttonPrefab, new Vector3(j, 0f, 0f), Quaternion.Euler(0f, 0f, RandomDirection(i))); buttonSprites[i] = buttons[i].GetComponent <SpriteRenderer>(); } slider.gameObject.SetActive(true); // memorize while (slider.value < slider.maxValue) { slider.value += Time.deltaTime; yield return(null); } slider.gameObject.SetActive(false); memorizeText.enabled = false; // hide buttons foreach (GameObject button in buttons) { button.SetActive(false); } slider.value = slider.maxValue = absoluteMaxTime; repeatText.enabled = true; slider.gameObject.SetActive(true); // repeat isInputAllowed = true; while (slider.value > slider.minValue) { slider.value -= Time.deltaTime; yield return(null); // yields for Update() } isInputAllowed = false; slider.gameObject.SetActive(false); repeatText.enabled = false; if (c < buttons.Length) { isWin = false; } // compare results foreach (GameObject button in buttons) { button.SetActive(true); } yield return(new WaitForSeconds(waitTime)); // clean up foreach (GameObject button in buttons) { Destroy(button); } if (!isWin) { AudioManager.instance.StopMusic(); MinigameManager.FinishMinigame(isWin); yield break; } // up the ante minButtons++; yield return(null); } AudioManager.instance.StopMusic(); MinigameManager.FinishMinigame(isWin); }
public void PlayTest() { print("Play Button Pressed"); MinigameManager.FinishMinigame(); }