public void PreGame() { state = GameStates.PreGame; PregameCanvas.GetComponent <Canvas>().enabled = true; GameCanvas.GetComponent <Canvas>().enabled = false; GameOverCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = true; //Show game through main camera ResetGame(); player.GetComponent <Player>().ResetPlayer(); }
public void GameOn() { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; state = GameStates.GameOn; GameCanvas.GetComponent <Canvas>().enabled = true; PregameCanvas.GetComponent <Canvas>().enabled = false; GameOverCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = false; //Show game through player camera InvokeRepeating("IncreaseDifficulty", secondsPerUpDifficulty, secondsPerUpDifficulty); InvokeRepeating("UpdateTime", 1, 1); //Update the time the game has been going on for once per second foreach (SpawnPoints point in FindObjectsOfType <SpawnPoints>()) { point.InvokeRepeating("SpawnEnemy", point.initialRoundSpawnDelay, point.timeBetweenSpawns); } }
public void GameOver() { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; state = GameStates.GameOver; CheckHighScore(playerScore); CheckHighTime((minutes * 60) + seconds); GameOverCanvas.transform.Find("Score").GetComponent <Text>().text = playerScore.ToString(); GameOverCanvas.GetComponent <Canvas>().enabled = true; PregameCanvas.GetComponent <Canvas>().enabled = false; GameCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = true; //Show game through main camera foreach (Enemy enemy in FindObjectsOfType <Enemy>()) { Destroy(enemy.gameObject); } foreach (SpawnPoints point in FindObjectsOfType <SpawnPoints>()) { point.CancelInvoke("SpawnEnemy"); } CancelInvoke("UpdateTime"); CancelInvoke("IncreaseDifficulty"); GameOverCanvas.transform.Find("Time Survived").GetComponent <Text>().text = time.text; }