void Start() { playerHealth = GameObject.Find("Player").GetComponent <PlayerHealth>(); ammoShotgun = GameObject.Find("shotgun").GetComponent <ShotgunScript>(); ammoUzi = GameObject.Find("uzi").GetComponent <UziScript>(); playerTf = GameObject.Find("Player").GetComponent <Transform>(); victoryTrigger = GameObject.Find("Victory Detector").GetComponent <VictoryTrigger>(); gs = gameState.playing; ws = weaponSwitchingState.shotgun; }
void Update() { switch (gs) { case gameState.playing: pauseObjects.SetActive(false); playingObjects.SetActive(true); Time.timeScale = 1; if (Input.GetKeyDown("p")) { gs = gameState.paused; } else if (playerHealth.playerHealth == 0) { gs = gameState.gameover; } else if (playerTf.position.y <= -fallKill) { gs = gameState.gameover; } else if (victoryTrigger.VictoryEnter) { gs = gameState.victory; } switch (ws) { case weaponSwitchingState.shotgun: shotgun.SetActive(true); uzi.SetActive(false); if (Input.GetKeyDown("r")) { ws = weaponSwitchingState.uzi; } break; case weaponSwitchingState.uzi: shotgun.SetActive(false); uzi.SetActive(true); if (Input.GetKeyDown("r")) { ws = weaponSwitchingState.shotgun; } break; } break; case gameState.paused: pauseObjects.SetActive(true); playingObjects.SetActive(false); Time.timeScale = 0; if (Input.GetKeyDown("p")) { gs = gameState.playing; } if (Input.GetKeyDown("r")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } break; case gameState.gameover: gameOverObjects.SetActive(true); playingObjects.SetActive(false); Time.timeScale = 0; if (Input.GetKeyDown("r")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } break; case gameState.victory: victoryObjects.SetActive(true); playingObjects.SetActive(false); Time.timeScale = 0; if (Input.GetKeyDown("r")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } break; } healthDisplay.text = "Health: " + playerHealth.playerHealth; ammoDisplayShotgun.text = "Shotgun ammo: " + ammoShotgun.Ammo; ammoDisplayUzi.text = "Uzi ammo: " + ammoUzi.Ammo; }