void Start() { bossSpawned = false; scoreManagement = GetComponent <ScoreManagement>(); player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); }
public void DrawTable() { var lst = new ScoreManagement().GetSavedTopScores(); var aux = _header; if (lst.Count > 0) { foreach (var s in lst) { var numberOfDots = s.Name.Length + s.Score.ToString().Length + " as ".Length + s.PlayerType.ToString().Length; numberOfDots = _lineLength - numberOfDots; aux += s.Name + " as " + s.PlayerType + new string('.', numberOfDots) + s.Score + "\n"; } } else { aux += _emptyListText; } aux += _footer; var scoreTable = GameObject.Find("scoreTable"); scoreTable.GetComponent <UnityEngine.UI.Text>().text = aux; }
void Start() { startTime = Time.time; timeToDisappear = timeAppearToHit + timeHitToDisappear; originalScale = childOutter.transform.localScale; scoreManagement = transform.parent.GetComponent <ScoreManagement> (); }
private void HitByEraser(Collider2D coll) { if (coll.CompareTag("Eraser")) { currentState = BehaviourState.DIE; ScoreManagement.GetInstance().IncreaseKilledEnemyCount(); } }
void Start() { score = GameObject.FindGameObjectWithTag("GameController"); scoreManagement = score.GetComponent <ScoreManagement>(); healthSlider.maxValue = startingHealth; isDead = false; currentHealth = startingHealth; }
public void PlayerDead() { fpsCamera.enabled = false; EnemyManager.Instance.DestroyAllEnemies(); //save score Debug.Log(_curPlayerScore); ScoreManagement.AddNewRecord("player", _curPlayerScore); SceneManager.LoadScene(2); }
private void Awake() { if (singleton == null) { singleton = this; } else if (singleton != this) { Destroy(gameObject); } m_CurScore = 0; }
void Start() { if (scoreManagement == null) { scoreManagement = this; DontDestroyOnLoad(this); } else { Destroy(gameObject); } }
private void Start() { if (ScoreManagement.Instance == null) { Instance = this; DontDestroyOnLoad(Instance); } else { Destroy(this.gameObject); ScoreManagement.Instance._score = 0; ScoreManagement.Instance._scoreText.text = "Score: " + _score; } }
//Initialize Method of this class private void Init() { prefab_walls = Resources.Load("Prefabs/Walls") as GameObject; prefab_background = Resources.Load("Prefabs/Background") as GameObject; currentState = GameState.INIT; previousState = GameState.NULL; stageManagement = StageManagement.GetInstance(); playerManagement = PlayerManagement.GetInstance(); enemyManagement = EnemyManagement.GetInstance(); uiManagment = UIManagement.GetInstance(); itemManagement = ItemManagement.GetInstance(); scoreManagement = ScoreManagement.GetInstance(); soundManagement = SoundManagement.GetInstance(); StartCoroutine(CheckState()); }
public void CheckScore(int score) { // スコア更新処理 ArrayList array = ScoreManagement.Read(); for (int i = 0; i < ScoreManagement.LIMIT_RANK; i++) { if (score >= (int)array[i]) { ScoreManagement.Write(i + 1, score); isScoreUpdate_ = true; text_.enabled = true; break; } } }
private void Awake() { instance = this; // FB.Init(); }
void Awake() { ScoreManagement.CreateDatas(); }
// Start is called before the first frame update void Start() { theScoreManager = FindObjectOfType <ScoreManagement>(); gemSound = GameObject.Find("coin_collecting").GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { scoreManagement = FindObjectOfType <ScoreManagement>(); platformGenerator = FindObjectOfType <PlatformGenerator>(); }
// Use this for initialization void Start() { sM = GameObject.Find("CanvasObjectives").GetComponent <ScoreManagement>(); sM.ResetScore(); }
// Start is called before the first frame update void Start() { platformStartPoint = platformGenerator.position; playerStartPoint = thePlayer.transform.position; scoreManagement = FindObjectOfType <ScoreManagement>(); }
private void Awake() { _scoreManager = FindObjectOfType <ScoreManagement>(); _audioSource = FindObjectOfType <AudioSource>(); }
// Start is called before the first frame update void Start() { _scoreManagement = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScoreManagement>(); health = maxHealth; }
private void Init() { currentState = GameManagement.GameState.INIT; previousState = GameManagement.GameState.NULL; prefab_beginBG = Resources.Load("Prefabs/UI/BeginBG") as GameObject; prefab_exitBG = Resources.Load("Prefabs/UI/ExitBG") as GameObject; prefab_gameOverBG = Resources.Load("Prefabs/UI/GameOverBG") as GameObject; prefab_gameSceneBG = Resources.Load("Prefabs/UI/GameSceneBG") as GameObject; prefab_startSceneBG = Resources.Load("Prefabs/UI/StartSceneBG") as GameObject; prefab_optionBG = Resources.Load("Prefabs/UI/OptionBG") as GameObject; prefab_inGameOptionBG = Resources.Load("Prefabs/UI/InGameOptionBG") as GameObject; uiTransform = GameObject.Find("UI").transform; gameManagement = GameManagement.GetInstance(); scoreManagement = ScoreManagement.GetInstance(); stageManagement = StageManagement.GetInstance(); playerManagement = PlayerManagement.GetInstance(); beginBG = Instantiate <GameObject>(prefab_beginBG, uiTransform); exitBG = Instantiate <GameObject>(prefab_exitBG, uiTransform); gameOverBG = Instantiate <GameObject>(prefab_gameOverBG, uiTransform); startSceneBG = Instantiate <GameObject>(prefab_startSceneBG, uiTransform); gameSceneBG = Instantiate <GameObject>(prefab_gameSceneBG, uiTransform); optionBG = Instantiate <GameObject>(prefab_optionBG, uiTransform); inGameOptionBG = Instantiate <GameObject>(prefab_inGameOptionBG, uiTransform); startSceneBG_play = startSceneBG.transform.GetChild(1).gameObject; startSceneBG_option = startSceneBG.transform.GetChild(2).gameObject; startSceneBG_exit = startSceneBG.transform.GetChild(3).gameObject; optionBG_back = optionBG.transform.GetChild(3).gameObject; exitBG_yes = exitBG.transform.GetChild(1).gameObject; exitBG_no = exitBG.transform.GetChild(2).gameObject; gameOverBG_killTheEnemyText = gameOverBG.transform.GetChild(5).GetComponent <UILabel>(); gameOverBG_scoreText = gameOverBG.transform.GetChild(7).GetComponent <UILabel>(); gameOverBG_timeText = gameOverBG.transform.GetChild(6).GetComponent <UILabel>(); gameOverBG_back = gameOverBG.transform.GetChild(4).gameObject; gameSceneBG_score = gameSceneBG.transform.GetChild(0).gameObject; gameSceneBG_time = gameSceneBG.transform.GetChild(1).gameObject; gameSceneBG_white = gameSceneBG.transform.GetChild(2).gameObject; gameSceneBG_option = gameSceneBG.transform.GetChild(6).gameObject; gameSceneBG_hp = gameSceneBG.transform.GetChild(9).gameObject; gameSceneBG_scoreText = gameSceneBG.transform.GetChild(7).GetComponent <UILabel>(); gameSceneBG_timeText = gameSceneBG.transform.GetChild(8).GetComponent <UILabel>(); gameSceneBG_hpText = gameSceneBG.transform.GetChild(10).GetComponent <UILabel>(); inGameOptionBG_back = inGameOptionBG.transform.GetChild(5).gameObject; inGameOptionBG_title = inGameOptionBG.transform.GetChild(4).gameObject; AddOnClick(startSceneBG_play, "OnPressedPlayInTitle"); AddOnClick(startSceneBG_option, "OnPressedOptionInTitle"); AddOnClick(startSceneBG_exit, "OnPressedExitInTitle"); AddOnClick(optionBG_back, "OnPressedBackInOption"); AddOnClick(exitBG_yes, "OnPressedYesInExit"); AddOnClick(exitBG_no, "OnPressedNoInExit"); AddOnClick(gameOverBG_back, "OnPressedBackInResult"); AddOnClick(gameSceneBG_white, "OnPressedWhiteInGame"); AddOnClick(inGameOptionBG_back, "OnPressedBackInGameOption"); AddOnClick(inGameOptionBG_title, "OnPressedTitleInGameOption"); AddOnClick(gameSceneBG_option, "OnPressedOptionInGame"); beginBG.SetActive(false); exitBG.SetActive(false); gameOverBG.SetActive(false); optionBG.SetActive(false); startSceneBG.SetActive(false); gameSceneBG.SetActive(false); inGameOptionBG.SetActive(false); StartCoroutine(CheckState()); }