GameOver() 공개 메소드

public GameOver ( ) : void
리턴 void
    private void TogglePanel(bool sleeping)
    {
        if (!sleeping)
        {
            float stressBeforeMorning = GameManager.Instance.GetStress();
            float stress        = Random.Range(GameManager.Instance.MinStressFromSleep, GameManager.Instance.MaxStressFromSleep);
            float multiplier    = Random.Range(0, _multiplierModifier) == 0 ? 1 : -1;
            float morningStress = multiplier * stress;
            GameManager.Instance.UpdateStress(morningStress);

            if (stressBeforeMorning == 100)
            {
                if (morningStress < 0)
                {
                    StressNotification.ShowNotification();
                    _multiplierModifier--;
                }
                else
                {
                    GameManager.Instance.EndGame();
                    Events.GameOver();
                }
            }
        }
        gameObject.SetActive(sleeping);
    }
예제 #2
0
    private IEnumerator IE_Timer()
    {
        Timer     = 0;
        Score     = 0;
        CanCreate = false;

        float creatingTimer = 0;

        while (Timer < GameTime)
        {
            if (Timer >= creatingTimer)
            {
                creatingTimer += CreatingDelay;
                CanCreate      = true;
            }

            yield return(null);

            if (!Pause)
            {
                Timer += Time.deltaTime;
            }
        }

        Events.GameOver();
    }
예제 #3
0
파일: UI.cs 프로젝트: pontura/ceamse
 void Resta(float value)
 {
     life -= value;
     if (life <= 0)
     {
         Events.GameOver();
         life = 0;
     }
     bar.fillAmount = life;
 }
예제 #4
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    IEnumerator OnTimeOverRoutine()
    {
        yield return(new WaitForSeconds(1));

        if (state == states.DEAD)
        {
            Events.PoolAllObjects();
            yield return(new WaitForSeconds(2));

            Events.GameOver();
        }
    }
예제 #5
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    void Update()
    {
        if (timeReady)
        {
            return;
        }
        if (timeStarted)
        {
            timer += Time.deltaTime;
        }

        System.TimeSpan t = System.TimeSpan.FromSeconds(timer);


        timerFormatted = string.Format("{0:00}:{1:00}.{2:00}", t.Minutes, t.Seconds, t.Milliseconds / 10);

        if (singlePlayerMode)
        {
            label1.text = timerFormatted;
        }
        else
        {
            if (label1.enabled)
            {
                label1.text = timerFormatted;
            }
            if (label2.enabled)
            {
                label2.text = timerFormatted;
            }
        }
        if (totalLaps > 0 && timer >= gameOverTime)
        {
            Events.GameOver(true);
            timeReady = true;
        }
        if (levelSeconds > 0)
        {
            if (timer >= levelSeconds)
            {
                Events.OnTimeOver();
                timeReady = true;
            }
        }
    }
예제 #6
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    IEnumerator RestartCoroutine()
    {
        yield return(new WaitForSeconds(1));

        Events.PoolAllObjects();
        yield return(new WaitForSeconds(2));

        if (UI.Instance.lives > 0)
        {
            Events.Restart();
        }
        else
        {
            Events.GameOver();
            yield return(new WaitForSeconds(3));
            //Events.RestartAllOver();
        }
    }
예제 #7
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    void OnTimeOver()
    {
        float totalTime    = Data.Instance.levels.GetCurrentLevelData().totalTime;
        float gameOverTime = Data.Instance.levels.GetCurrentLevelData().gameOver;
        bool  somebodyWon  = false;

        if (totalTime > 0)
        {
            foreach (Player player in players)
            {
                if (float.Parse(player.meters) > gameOverTime * 1000)
                {
                    somebodyWon = true;
                }
            }
            if (!somebodyWon)
            {
                Events.GameOver(false);
                return;
            }
        }
        LevelComplete();
    }
예제 #8
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    void OnAvatarDie(Player _player)
    {
        int playersDead = 0;

        foreach (Player player in players)
        {
            if (player.state == Player.states.DEAD)
            {
                playersDead++;
            }
        }
        if (playersDead == players.Count)
        {
            Levels.LevelData levelData = Data.Instance.levels.GetCurrentLevelData();
            if (levelData.Sudden_Death && chronometer.timer < levelData.gameOver)
            {
                Events.GameOver(false);
            }
            else
            {
                LevelComplete();
            }
        }
    }
예제 #9
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 void OnProgressBarDone()
 {
     Events.GameOver();
     state = states.GAMEOVER;
 }