void walkToDoor() { // Check if we've reached the destination if (!playerNav.pathPending) { if (playerNav.remainingDistance <= playerNav.stoppingDistance) { if (!playerNav.hasPath || playerNav.velocity.sqrMagnitude == 0f) { //Debug.Log("Destination not reached yet"); anim.SetFloat("walking", 0); //Application.LoadLevel("blurredMindsGameOver"); PersistentData.GetPlayerStats().SetTimeAtGameEnd(timeManager.GetCurrentGameTimeScaled()); PersistentData.GetPlayerStats().SetBACAtGameEnd(PersistentData.GetPlayerStats().GetCurrentBAC()); //SceneManager.LoadScene("blurredMindsGameOver"); // Done GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>(); GameFlowManager.MoveFromGameToPostGameScreen(); } } } if (playerNav.velocity.sqrMagnitude > 0.2f) { //Debug.Log("player is moving"); anim.SetFloat("walking", 1); } }
IEnumerator EndGameTransitionScreen() { transitionScreen.SetActive(true); //transition.GetComponent<CanvasRenderer>().SetAlpha(0.1f); //transition.CrossFadeAlpha(100, Time.time * transitionTime, true); //transitionScreen.SetActive(false); yield return(new WaitForSeconds(transitionTime)); PersistentData.GetPlayerStats().SetTimeAtGameEnd(timeManager.GetCurrentGameTimeScaled()); PersistentData.GetPlayerStats().SetBACAtGameEnd(PersistentData.GetPlayerStats().GetCurrentBAC()); GameFlowManager GameFlowManager = GameObject.Find("GameFlowManager").GetComponent <GameFlowManager>(); GameFlowManager.MoveFromGameToPostGameScreen(); }