예제 #1
0
    private void FixedUpdate()
    {
        RotateWheels(350);

        if (lives < 15 && !damaged)
        {
            damaged     = true;
            agent.speed = damagedSpeed;
            AudioFW.Play("TruckDamaged");
        }
        if (lives < 1)
        {
            EnemyManager.enemiesLeft--;
            GunShoot gun = GameObject.Find("BulletSpawn").GetComponent <GunShoot>();
            gun.kills++;
            Clipboard.instance.ChangeKills(gun.kills.ToString());
            Destroy(gameObject);
            GameObject deadTruck = Instantiate(truckDeath, transform.position, transform.rotation);
            Destroy(deadTruck, 5f);
            CameraShaker.GetInstance("Main Camera").ShakeOnce(6f, 5f, 0.0f, 2.5f);
            AudioFW.Play("TruckDie");
        }

        if (damaged)
        {
            flames.SetActive(true);
        }
    }
예제 #2
0
    private void State(float bossSpeed, float multiplier, float shake1, float shake2)
    {
        Debug.Log("I'm HERE!!!!!!!!!!!!!");

        if (i % 2 == 1)
        {
            bossSpeed = speed * multiplier;
        }
        else
        {
            bossSpeed = speed;
        }
        transform.position = Vector2.MoveTowards(transform.position, waypoints[i].position, bossSpeed * Time.deltaTime);
        if (Vector2.Distance(transform.position, waypoints[i].position) < 0.2f)
        {
            if (waitTime <= 0)
            {
                i++;
                if (i > waypoints.Length - 1)
                {
                    i = 0;
                }
                waitTime = startWaitTime;
            }
            else
            {
                if (i % 2 == 1)
                {
                    CameraShaker.GetInstance("BossFightCam").ShakeOnce(shake1, shake2, 0.1f, 1f);
                }
                waitTime -= Time.deltaTime;
            }
        }
    }
예제 #3
0
    void Shoot()
    {
        CameraShaker.GetInstance("Main Camera").ShakeOnce(1.5f, 2f, 0, 0.5f);

        //Bullet spread calculations
        Vector3    deviation3D = Random.insideUnitCircle * accuracy;
        Quaternion rot         = Quaternion.LookRotation(Vector3.forward + deviation3D);
        Vector3    fwd         = transform.rotation * rot * Vector3.forward;

        bool       enemyHit = false;
        RaycastHit hit;

        if (Physics.Raycast(trans.position, fwd, out hit))
        {
            if (hit.transform.CompareTag("Enemy"))
            {
                Destroy(hit.transform.gameObject, 0.5f);
                hit.transform.GetComponent <Enemy>().dying = true;
                enemyHit = true;
                StartCoroutine(ShowHitMark(false));

                //blood splatter effect
                GameObject impact    = Instantiate(bodyImpact, hit.transform.position, bodyImpact.transform.rotation);
                float      randScale = Random.Range(2f, 3f);
                impact.transform.localScale = (new Vector3(randScale, randScale, randScale));
                Destroy(impact, 1f);
            }
            else if (hit.transform.CompareTag("Truck"))
            {
                hit.transform.GetComponent <Truck>().lives--;
                StartCoroutine(ShowHitMark(true));
                float randHitSound = Random.Range(0f, 1f);
                if (randHitSound > 0.65f)
                {
                    AudioFW.PlayRandomPitch("MetalHit");
                }
            }
        }
        GameObject newShot = Instantiate(mGShot, trans.position, trans.parent.rotation);

        newShot.GetComponent <Rigidbody>().AddForce(fwd * shootForce, ForceMode.Impulse);
        if (enemyHit)
        {
            Destroy(newShot, 0.1f);
            EnemyManager.enemiesLeft--;
            kills++;
            Clipboard.instance.ChangeKills(kills.ToString());
        }
        else
        {
            Destroy(newShot, 1f);
        }

        GameObject flash = Instantiate(mFlash, trans.GetChild(0).position, Quaternion.identity);

        Destroy(flash, 0.02f);
    }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        Debug.Log("Player 1 Mutation is at: " + Mutation);
        if (Mutation == 1 && dnaChain1.winner != true)
        {
            cam1.backgroundColor = color1;
            if (shakeOnlyOnce == false)
            {
                CameraShaker.GetInstance("Main Camera").ShakeOnce(5f, 5f, .1f, 1);

                shakeOnlyOnce = true;
            }
        }

        if (Mutation == 2 && dnaChain1.winner != true)
        {
            cam1.backgroundColor = color2;
            if (shakeOnlyOnce == true)
            {
                CameraShaker.GetInstance("Main Camera").ShakeOnce(5f, 5f, .1f, 1);
                FindObjectOfType <AudioManager>().Play("Wrong");
                shakeOnlyOnce = false;
            }
        }

        if (Mutation == 3 && dnaChain1.winner != true)
        {
            cam1.backgroundColor = color3;
            gameOverText.SetActive(true);

            cameraParent.transform.position = Vector3.Lerp(cameraParent.transform.position, player.transform.position, 2f * Time.deltaTime);
            if (cam1.transform.position.y <= 1f)
            {
                FindObjectOfType <AudioManager>().Play("Fatal");
                cam1.backgroundColor = default1;
                gameOverText.SetActive(false);
                Mutation = 0;
            }


            if (shakeOnlyOnce == true)
            {
                CameraShaker.GetInstance("Main Camera").ShakeOnce(5f, 5f, .1f, 1);

                shakeOnlyOnce = false;
            }
        }
    }
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        if (Mutation == 1 && dnaChain3.winner2 != true)
        {
            cam2.backgroundColor = color1;

            if (shakeOnlyOnce == false)
            {
                CameraShaker.GetInstance("Main Camerap2").ShakeOnce(5f, 5f, .1f, 1);
                FindObjectOfType <AudioManager>().Play("Wrong");
                shakeOnlyOnce = true;
            }
        }

        if (Mutation == 2 && dnaChain3.winner2 != true)
        {
            cam2.backgroundColor = color2;
            if (shakeOnlyOnce == true)
            {
                CameraShaker.GetInstance("Main Camerap2").ShakeOnce(5f, 5f, .1f, 1);
                FindObjectOfType <AudioManager>().Play("Wrong");
                shakeOnlyOnce = false;
            }
        }

        if (Mutation == 3 && dnaChain3.winner2 != true)
        {
            cam2.backgroundColor = color3;
            gameOverText.SetActive(true);


            cameraParent2.transform.position = Vector3.Lerp(cameraParent2.transform.position, player.transform.position, 2f * Time.deltaTime);
            if (cam2.transform.position.y <= 1f)
            {
                cam2.backgroundColor = color4;
                gameOverText.SetActive(false);
                Mutation = 0;
            }

            if (shakeOnlyOnce == true)
            {
                CameraShaker.GetInstance("Main Camerap2").ShakeOnce(5f, 5f, .1f, 1);
                shakeOnlyOnce = false;
            }
        }
    }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        //player 1 inputs/controller
        if ((Input.GetKeyDown(KeyCode.A) || Input.GetButtonDown("P1 Left")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabA, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount += 0.05f;
            StartCoroutine(ResetBool2());
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            inputMade2              = true;

            //player1ShakeChange
            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 1f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.W) || Input.GetButtonDown("P1 Up")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabG, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            inputMade2              = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.S) || Input.GetButtonDown("P1 Down")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabC, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            StartCoroutine(ResetBool2());
            inputMade2 = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.D) || Input.GetButtonDown("P1 Right")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabT, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            StartCoroutine(ResetBool2());
            inputMade2 = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }


        //Helicase Mechanic for Player 2 end
        if (Input.GetKeyDown(KeyCode.Y) || Input.GetButtonDown("P2 Heliocase") && p2Progress.fillAmount == 1f)
        {
            helicase.text = "HELICASE";
            FindObjectOfType <AudioManager>().Play("Mechanic1");
            deleteThree           = true;
            p2Progress.fillAmount = 0f;
            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }

        if (deleteThree == true && deleteCounter < 3)
        {
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown2());
                cameraParent.GetComponent <Transform>().Translate(new Vector3(0, -2f));
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText1.Score -= 1;
                time              = 0.2f;
                // deleteThree = false;
                deleteCounter++;
            }
        }
        else
        {
            helicase.text = null;
        }

        if (Mutation1.Mutation == 3 && deleteCounter2 < pressCount)
        {
            resetPower             = true;
            progressBar.fillAmount = 0f;
            p1Progress.fillAmount  = 0f;
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown2());
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText1.Score = 0;
                time             = 0.02f;
                deleteCounter2++;
            }
        }

        //Code that resets the progress bar when fatal mutation occurs



        if (progressBar.fillAmount >= 1f)
        {
            winner = true;
            SceneManager.LoadScene(2);
        }

        if (p1Progress.fillAmount < 1.0f)
        {
            p1Progress.color = new Color(1, 1, 1, 1);
        }

        if (p1Progress.fillAmount >= 1.0f)
        {
            p1Progress.color      = new Color(0, 1, 1, 1);
            p1Progress.fillAmount = 1.0f;
        }

        IEnumerator ResetBool2()
        {
            yield return(new WaitForSeconds(1f));

            inputMade2 = false;
        }

        IEnumerator MoveUp2()
        {
            yield return(new WaitForSeconds(0.1f));

            this.GetComponent <Transform>().Translate(new Vector3(0, 2f));
            cameraParent.GetComponent <Transform>().Translate(new Vector3(0, 2f));
        }

        IEnumerator MoveDown2()
        {
            yield return(new WaitForSeconds(0.1f));

            this.GetComponent <Transform>().Translate(new Vector3(0, -2f));
        }
    }
예제 #7
0
    // Update is called once per frame
    void Update()
    {
        if (cameraCinematic.startCinematic == false && pressCount == 0)
        {
            tutorialText.SetActive(true);
        }

        if ((Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetButtonDown("P2 Left")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false && winner2 != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabA, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());
            //screenshakep2 change
            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 1f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetButtonDown("P2 Up")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false && winner2 != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabG, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.DownArrow) || Input.GetButtonDown("P2 Down")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false && winner2 != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabC, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.RightArrow) || Input.GetButtonDown("P2 Right")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false && winner2 != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabT, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }

        score.text = (ScoreText2.Score2).ToString();

        if (score.text == "5")
        {
            winner2 = true;
            tutorialText.SetActive(true);
            tutorialText.GetComponent <TextMeshProUGUI>().text = "Ready!";
            cam1.backgroundColor = color1;
            //SceneManager.LoadScene (2);
        }

        if (winner2 == true && dnaChain1.winner == true)
        {
            start.SetActive(true);
            tutorialText.SetActive(false);
            tutorialText2.SetActive(false);
            if (Input.anyKeyDown)
            {
                SceneManager.LoadScene(1);
            }
        }

        if (Mutation2.Mutation == 3 && deleteCounter2 < pressCount)
        {
            Debug.Log("oop");
            progressBar.fillAmount = 0f;
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown());
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText2.Score2 = 0;
                time = 0.02f;
                deleteCounter2++;
            }
        }
    }
 /// <summary>
 /// Play the attack AudioClip.
 /// </summary>
 public void SFXPlayAttack()
 {
     SoundManager.GetInstance().Play(attackClip);
     CameraShaker.GetInstance().AddForce(1);
 }
예제 #9
0
 public void ShakeCurrentCam(float mag, float rough, float fadeIn, float fadeOut)
 {
     CameraShaker.GetInstance(currentCamera.name).ShakeOnce(mag, rough, fadeIn, fadeOut);
 }
예제 #10
0
    // Update is called once per frame
    void Update()
    {
        if ((Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetButtonDown("P2 Left")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabA, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());
            //screenshakep2 change
            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 1f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetButtonDown("P2 Up")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabG, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.DownArrow) || Input.GetButtonDown("P2 Down")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabC, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.RightArrow) || Input.GetButtonDown("P2 Right")) && Mutation2.Mutation < 3 && cameraCinematic.startCinematic == false)
        {
            Instantiate(prefabT, transform.position, transform.rotation);
            StartCoroutine(MoveUp());
            p2Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            inputMade   = true;
            pressCount += 1;
            StartCoroutine(ResetBool());

            CameraShaker.GetInstance("Main Camerap2").ShakeOnce(2f, 2f, .1f, 1);
        }


        if (progressBar.fillAmount >= 1f)
        {
            winner2 = true;
            SceneManager.LoadScene(2);
        }

        //Helicase Mechanic for Player 1's End
        if (Input.GetKeyDown(KeyCode.R) || Input.GetButtonDown("P1 Heliocase") && p1Progress.fillAmount >= 1f)
        {
            helicase.text = "HELICASE";
            FindObjectOfType <AudioManager>().Play("Mechanic1");
            deleteThree           = true;
            p1Progress.fillAmount = 0f;
        }

        if (deleteThree == true && deleteCounter < 3)
        {
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown());
                cameraParent2.GetComponent <Transform>().Translate(new Vector3(0, -2f));
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText2.Score2 -= 1;
                time = 0.2f;
                //deleteThree = false;
                deleteCounter++;
            }
        }
        else
        {
            helicase.text = null;
        }

        if (Mutation2.Mutation == 3 && deleteCounter2 < pressCount)
        {
            progressBar.fillAmount = 0f;
            p2Progress.fillAmount  = 0f;
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown());
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText2.Score2 = 0;
                time = 0.02f;
                deleteCounter2++;
            }
        }

        if (p2Progress.fillAmount < 1.0f)
        {
            p2Progress.color = new Color(1, 1, 1, 1);
        }

        if (p2Progress.fillAmount >= 1.0f)
        {
            p2Progress.color      = new Color(0, 1, 1, 1);
            p2Progress.fillAmount = 1.0f;
        }

        //This code will check when Mutation has been reached, and will then reset/subtract the power up bar by a bit.
    }
예제 #11
0
    // Update is called once per frame
    void Update()
    {
        if (cameraCinematic.startCinematic == false && pressCount == 0)
        {
            tutorialText.SetActive(true);
        }
        //player 1 inputs/controller
        if ((Input.GetKeyDown(KeyCode.A) || Input.GetButtonDown("P1 Left")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false && winner != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabA, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount += 0.05f;
            StartCoroutine(ResetBool2());
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            inputMade2              = true;

            //player1ShakeChange
            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 1f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.W) || Input.GetButtonDown("P1 Up")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false && winner != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabG, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            inputMade2              = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.S) || Input.GetButtonDown("P1 Down")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false && winner != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabC, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            StartCoroutine(ResetBool2());
            inputMade2 = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }
        if ((Input.GetKeyDown(KeyCode.D) || Input.GetButtonDown("P1 Right")) && Mutation1.Mutation < 3 && cameraCinematic.startCinematic == false && winner != true)
        {
            tutorialText.SetActive(false);
            Instantiate(prefabT, transform.position, transform.rotation);
            StartCoroutine(MoveUp2());
            p1Progress.fillAmount  += 0.05f;
            progressBar.fillAmount += 0.02f;
            pressCount             += 1;
            StartCoroutine(ResetBool2());
            inputMade2 = true;

            CameraShaker.GetInstance("Main Camera").ShakeOnce(2f, 2f, .1f, 1);
        }


        if (Mutation1.Mutation == 3 && deleteCounter2 < pressCount)
        {
            Debug.Log("oopyy");
            progressBar.fillAmount = 0f;
            float      myMaxDistance2 = 2000f;
            RaycastHit downHit;
            Ray        checkRay2 = new Ray(transform.position, -transform.up);
            time -= Time.deltaTime;
            if (time <= 0)
            {
                StartCoroutine(MoveDown2());
                Physics.Raycast(checkRay2, out downHit, myMaxDistance2);
                Destroy(downHit.transform.gameObject);
                ScoreText1.Score = 0;
                time             = 0.02f;
                deleteCounter2++;
            }
        }

        score.text = (ScoreText1.Score).ToString();

        if (score.text == "5")
        {
            winner = true;
            tutorialText.SetActive(true);
            tutorialText.GetComponent <TextMeshProUGUI>().text = "Ready!";
            cam1.backgroundColor = color1;
            //SceneManager.LoadScene (2);
        }

        if (winner == true && dnaChain3.winner2 == true)
        {
            start.SetActive(true);
            tutorialText.SetActive(false);
            tutorialText2.SetActive(false);
            if (Input.anyKeyDown)
            {
                SceneManager.LoadScene(1);
            }
        }

        IEnumerator ResetBool2()
        {
            yield return(new WaitForSeconds(1f));

            inputMade2 = false;
        }

        IEnumerator MoveUp2()
        {
            yield return(new WaitForSeconds(0.1f));

            this.GetComponent <Transform>().Translate(new Vector3(0, 2f));
            cameraParent.GetComponent <Transform>().Translate(new Vector3(0, 2f));
        }

        IEnumerator MoveDown2()
        {
            yield return(new WaitForSeconds(0.1f));

            this.GetComponent <Transform>().Translate(new Vector3(0, -2f));
        }
    }