// Update is called once per frame void Update() { if (count >= 3) { Scorekeeper.instance.AddScore(20); Scorekeeper.instance.FinalScore(); GameOverUI.SetActive(true); Destroy(BossRef); this.enabled = false; } }
void Start() { PauseMenuUI.SetActive(false); CountdownUI.SetActive(true); ControlsUI.SetActive(false); MenuCheckUI.SetActive(false); GameOverUI.SetActive(false); StartCoroutine(GameCountDown()); GameIsPaused = false; gameStarted = false; }
void Start() { SetGameOverVisible(true); updater = GameObject.FindGameObjectWithTag("Updater"); score = 0; currentrestDelay = resetDelay; levelCompleteUIFade = levelCompleteUI.transform.Find("Panel").gameObject.GetComponent <Image>(); SceneTransition = sceneTransUI.transform.Find("Panel").gameObject.GetComponent <Image>(); controller = GameObject.FindGameObjectWithTag("GunParent").GetComponent <GunController>(); main.Play(); GameOverUI.SetActive(false); }
IEnumerator gameOveranims() { yield return(new WaitForSeconds(2)); GameOverUI.SetActive(true); yield return(new WaitForSeconds(1.5f)); soundManager.instance.playSound(gameOverSounds); youScored.text = "You scored <color=red> " + Player.instance.score + "</color>"; yield return(new WaitForSeconds(2)); buttons.SetActive(true); }
/// <summary> /// Restart button click event listener. Starts game /// </summary> public void Restart() { ControlsUI.SetActive(false); WinnerUI.SetActive(false); PlayerObject.GetComponent <Player>().Restart(); Spawner.GetComponent <EnemySpawner>().Restart(); BackgroundUI.GetComponent <Image>().sprite = LevelOptions.Background; StartGameBtn.SetActive(false); if (_playerDead) { GameOverUI.SetActive(false); _playerDead = false; } OnHealthsUpdate(PlayerObject.GetComponent <Player>().hPoints); }
IEnumerator HPDown() //if HPDown is selected: { if (twranched == true) //check see if twranched { GameOverUI.SetActive(true); CharacterControl.gameOver = true; } else if (twranched == false) //if not twranched, twranch and changes state { player.transform.localScale += new Vector3(0, -.2f); yield return(new WaitForSeconds(.5f)); //bug: probability of killing enemy before twranch can change to true twranched = true; } yield return(new WaitForFixedUpdate()); }
/// <summary> /// Initialize component /// </summary> private void Start() { if (!PlayerPrefs.HasKey("soundOff")) { PlayerPrefs.SetInt("soundOff", 1); PlayerPrefs.Save(); } audioSource = gameObject.GetComponent <AudioSource>(); if (PlayerObject != null) { Player.OnPlayerDead += GameOver; Player.OnScoreSet += OnScoreUpdate; Player.OnHealthsSet += OnHealthsUpdate; Player.OnBuyBonus += OnBuyBonus; PlayerObject.SetActive(false); } if (Spawner != null) { Spawner.GetComponent <EnemySpawner>().SetLevelSettings(LevelOptions); Spawner.SetActive(false); } if (GameOverUI != null) { GameOverUI.SetActive(false); } if (WinnerUI != null) { WinnerUI.SetActive(false); } if (MusicToggleUI != null) { musicToggleUI.GetComponent <Toggle>().isOn = PlayerPrefs.GetInt("soundOff") == 1; if (!musicToggleUI.GetComponent <Toggle>().isOn) { var clip = Soundtrack.ElementAt(0); audioSource.clip = clip; audioSource.loop = true; audioSource.Play(); } } }
void HealthDrop(float amt) { t = 0f; newHealth = currHealth + amt; if (newHealth <= 0f) { //show game over stuff //check if highscore, overwrite if so. GameObject.FindObjectOfType <HighScore>().SubmitNewScore(score); //show game over screen GameOverUI.SetActive(true); GameOverUI.transform.Find("HS").GetComponent <Text>().text = "Your Score: " + score + "\nHigh Score: " + PlayerPrefs.GetInt("highestScore"); paused = true; //StartCoroutine (RestartGame ()); } }
/// <summary> /// OnPlayerDead event listener /// </summary> private void GameOver() { if (!_playerDead) { _playerDead = true; if (StartGameBtn != null && !StartGameBtn.activeSelf) { StartGameBtn.SetActive(true); } if (GameOverUI != null) { GameOverUI.SetActive(true); } if (ControlsUI != null) { ControlsUI.SetActive(true); } } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("StartButton") && gameStarted == true) { if (GameIsPaused) { Resume(); } else { Pause(); } } if (Input.GetButtonDown("Cancel")) { ControlsUI.SetActive(false); MenuCheckUI.SetActive(false); myInputField.Select(); } if ((P1Slider.value == MaxPoints || P2Slider.value == MaxPoints || P3Slider.value == MaxPoints || P4Slider.value == MaxPoints)) { GameIsPaused = true; checkWinner(); GameOverUI.SetActive(true); GameOverText.GetComponent <Text>().text = "Game Over\n\nThe " + role + " has been promoted"; StartCoroutine(gameOver()); } switch (PowerUp.pointPowerUp) //If a player collects a point power up { case 1: //Player 1 P1Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 2: //Player 2 P2Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 3: //Player 3 P3Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; case 4: //Player 4 P4Slider.value += 0.25f; PowerUp.pointPowerUp = 0; break; } switch (TripWires.playerNum) { case 1: P1Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 2: P2Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 3: P3Slider.value -= 0.25f; TripWires.playerNum = 0; break; case 4: P4Slider.value -= 0.25f; TripWires.playerNum = 0; break; } switch (Dynamite.dynaPlayerNum) { case 1: P1Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 2: P2Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 3: P3Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; case 4: P4Slider.value -= 0.25f; Dynamite.dynaPlayerNum = 0; break; } }
IEnumerator ExecuteAfterTimePanel(float time, string objectName) { GameObject.Find(objectName).GetComponent <Animator>().SetBool("Pressed", true); yield return(new WaitForSeconds(time)); GameObject.Find(objectName).GetComponent <Animator>().SetBool("Normal", true); switch (objectName) { case "ExitButton": GameExitUI.SetActive(true); gameExit = true; break; case "PauseButton": GamePauseUI.SetActive(true); gamePause = true; break; case "ExitButtonGO": GameExitUI.SetActive(true); gameExit = true; GameOverUI.SetActive(false); break; case "ExitButtonFULL": if (GameObject.Find("Head") != null) { isenabled = false; GameObject.Find("Head").GetComponent <HeadTracking>().enabled = false; } SceneManager.LoadScene("Home"); break; case "RestartButton": if (GameObject.Find("Head") != null) { isenabled = false; GameObject.Find("Head").GetComponent <HeadTracking>().enabled = false; } SceneManager.LoadScene(SceneManager.GetActiveScene().name); break; case "RestartButtonGO": if (GameObject.Find("Head") != null) { isenabled = false; GameObject.Find("Head").GetComponent <HeadTracking>().enabled = false; } SceneManager.LoadScene(SceneManager.GetActiveScene().name); break; case "BackButton": if (gameOver) { GameExitUI.SetActive(false); gameExit = false; GameOverUI.SetActive(true); } else { GameExitUI.SetActive(false); gameExit = false; } break; case "HeadTracking": if (isenabled) { if (GameObject.Find("Head") != null) { isenabled = false; GameObject.Find("Main Camera (1)").transform.position = new Vector3(0, 10, 40); GameObject.Find("Main Camera (1)").transform.rotation = Quaternion.Euler(20, 180, 0);; } GameObject.Find("IconEnable").GetComponent <Image>().color = Color.white; isenabled = false; } else { if (GameObject.Find("Head") != null) { GameObject.Find("Head").GetComponent <HeadTracking>().enabled = true; GameObject.Find("IconEnable").GetComponent <Image>().color = new Color32(255, 255, 255, 0); isenabled = true; } } break; } }
// Start is called before the first frame update public void EndGame() { GameOverUI.SetActive(true); gameOver = true; }
IEnumerator InstaDeath() { GameOverUI.SetActive(true); CharacterControl.gameOver = true; yield return(new WaitForFixedUpdate()); }
private void ShowGameOver() { GameOverUI.SetActive(true); updater.SetActive(false); }
private void SetGameOverVisible(bool to) { GameOverUI.SetActive(to); }