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); }
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(); }
void Resta(float value) { life -= value; if (life <= 0) { Events.GameOver(); life = 0; } bar.fillAmount = life; }
IEnumerator OnTimeOverRoutine() { yield return(new WaitForSeconds(1)); if (state == states.DEAD) { Events.PoolAllObjects(); yield return(new WaitForSeconds(2)); Events.GameOver(); } }
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; } } }
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(); } }
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(); }
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(); } } }
void OnProgressBarDone() { Events.GameOver(); state = states.GAMEOVER; }