void Update() { if (gameState != GameState.Play) { elapsedTimeBeforeEndScene += Time.deltaTime; if (elapsedTimeBeforeEndScene >= endSceneLoadDelay) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; float volumeRatio = Mathf.Abs(timeRatio); float volume = Mathf.Clamp(1 - volumeRatio, 0, 1); AudioUtility.SetMasterVolume(volume); // See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { SceneManager.LoadScene(m_SceneToLoad); gameState = GameState.Play; } } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); } if (m_TimeManager.IsFinite && m_TimeManager.IsOver) { EndGame(false); } } }
void Update() { if (gameIsEnding) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; AudioUtility.SetMasterVolume(1 - timeRatio); // See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { SceneManager.LoadScene(m_SceneToLoad); gameIsEnding = false; } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); } // // Test if player died // if (m_Players[0].isDead) // EndGame(false); } }
void Update() { if (gameIsEnding) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; AudioUtility.SetMasterVolume(1 - timeRatio); // See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { Analytics.CustomEvent("Complete Time", new Vector3(0, Time.timeSinceLevelLoad, 0)); SceneManager.LoadScene(m_SceneToLoad); gameIsEnding = false; } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); } // Test if player died if (m_Player.isDead) { EndGame(false); } } }
public void OnTriggerEnter(Collider collision) { if (collision.gameObject.tag == "finish" && !isFinish && m_ObjectiveManager.AreAllObjectivesCompleted()) { isFinish = true; isWinner = true; Debug.Log("isFinish True"); } if (collision.gameObject.tag == "stone") { isStone = true; Debug.Log("isStone " + isStone); } else { isStone = false; } }
void Update() { //Asigna las monedas al texto coinsTextinMenu.text = karts[0].temporalCoins.ToString(); //Se evalua los estados de win y loose if (gameState != GameState.Play) { elapsedTimeBeforeEndScene += Time.deltaTime; //Se espera al delay definido if (elapsedTimeBeforeEndScene >= endSceneLoadDelay) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; float volumeRatio = Mathf.Abs(timeRatio); float volume = Mathf.Clamp(1 - volumeRatio, 0, 1); AudioUtility.SetMasterVolume(volume); ////See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { //Activa el menu de gameOver gameOverMenu.gameObject.SetActive(true); } } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); } if (m_TimeManager.IsFinite && m_TimeManager.IsOver) { EndGame(false); } } }
void Update() { if (playerKart) { if (playerKart.Input.TurnInput > 0.5f) { WheelSteering.rectTransform.rotation = Quaternion.Slerp(WheelSteering.rectTransform.rotation, new Quaternion(0, 0, -1f, 1), Time.deltaTime * 1.5f); } else if (playerKart.Input.TurnInput < -0.5f) { WheelSteering.rectTransform.rotation = Quaternion.Slerp(WheelSteering.rectTransform.rotation, new Quaternion(0, 0, 1f, 1), Time.deltaTime * 1.5f); } else { WheelSteering.rectTransform.rotation = Quaternion.Slerp(WheelSteering.rectTransform.rotation, new Quaternion(0, 0, 0, 1), Time.deltaTime * 5f); } } if (gameState != GameState.Play) { elapsedTimeBeforeEndScene += Time.deltaTime; if (elapsedTimeBeforeEndScene >= endSceneLoadDelay) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; float volumeRatio = Mathf.Abs(timeRatio); float volume = Mathf.Clamp(1 - volumeRatio, 0, 1); AudioUtility.SetMasterVolume(volume); // See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { SceneManager.LoadScene(m_SceneToLoad); gameState = GameState.Play; } } } else { if (!isMultiplayer) { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); } if (m_TimeManager.IsFinite && m_TimeManager.IsOver) { EndGame(false); } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { Photon.Pun.PhotonNetwork.Disconnect(); SceneManager.LoadScene("Main Menu"); } } } }