public void Initialize() { levelTxt = RootSystem.cfg.level.GetComponent <Text>(); levelTxt.text = "Level: " + VUtils.getInstance().getLevel(); xpBar = RootSystem.cfg.xpBar.GetComponent <RectTransform>(); xpBar.sizeDelta = new Vector2(LevelLogic.getXPPercentage(game.experience) * 2, 22); }
public void Execute() { xpBar.sizeDelta = new Vector2( Mathf.Lerp(xpBar.sizeDelta.x, (float)game.experience.xp / LevelLogic.getXPNeeded(game.experience.level) * 400, 5 * Time.deltaTime), 22); levelTxt.text = "" + game.experience.level; }
protected override void Execute(List <InputEntity> entities) { if (!RootSystem.cfg.isPaused) { Config cfg = RootSystem.cfg; cfg.player.GetComponent <Animator>().Play("fall"); RootSystem.cfg.isPaused = true; game.isDead = true; LevelLogic.addXP(game.score.currScore, game.experience); RootSystem.cfg.gameOverMenu.AddComponent <FadeIn>(); RootSystem.cfg.levelBar.AddComponent <FadeIn>(); if (game.score.currScore > game.score.highscore) { game.score.highscore = game.score.currScore; } VUtils.getInstance().save(game.experience.level, game.experience.xp, game.score.highscore); RootSystem.cfg.endScore.GetComponent <Text>().text = "highscore: " + game.score.highscore + "\n" + game.score.currScore; RootSystem.cfg.gamemenu.AddComponent <FadeOut>(); GameObject lowerPart = entities[0].playerCollision.other.transform.GetChild(0).gameObject; GameObject upperPart = entities[0].playerCollision.other.transform.GetChild(1).gameObject; Transform parent = lowerPart.transform.parent; upperPart.transform.parent = parent.parent; lowerPart.transform.parent = parent.parent; Object.Destroy(parent.gameObject); GameObject go = new GameObject(); go.AddComponent <BoxCollider>(); go.transform.position = lowerPart.transform.position; upperPart.AddComponent <CapsuleCollider>().radius = 1; upperPart.AddComponent <Rigidbody>().AddForce(new Vector3(0, 0, -2 * game.speed.value), ForceMode.Impulse); Object.Destroy(go, 0.5f); Object.Destroy(upperPart, 2f); game.speed.value = 0; } else { Debug.Log("deleting obstacle because the player was there first"); entities[0].playerCollision.other.DestroyGameObject(); } foreach (var entity in entities) { entity.Destroy(); } }