void Update() { if (SecondScore < Time.time && AssistantBehaviour.Tutorial == false) { ScoreManaging.AddScore(1); SecondScore = Time.time + 1; } if (ProgressBar.fillAmount < 0.60f) { Bar.color = Stage01; } if (ProgressBar.fillAmount > 0.60f && ProgressBar.fillAmount < 0.75f) { Bar.color = Stage02; } if (ProgressBar.fillAmount > 0.75f) { Bar.color = Stage03; } if (DEVSWITCH == false) { ProgressBar.fillAmount = ProgressPool; if (ProgressPool >= 1) { DestoryDisasters(); ShakeBehaviour.StopShake(); PlayerWin = false; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } if (ProgressPool < 0) { DestoryDisasters(); ShakeBehaviour.StopShake(); if (added == false) { ScoreManaging.AddScore(5000); added = true; } PlayerWin = true; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } } }
private void AliveUpdate() { if (CurrentHealth <= 0) //om stadens health är mindre eller likamed 0 byt till död { if (AssistantBehaviour.Tutorial == false) { if (CurrentLevel == 1) { if (EndGame.CommenceTheEndGaame == false) { if (CitiesAlive.CitiesAlive > 8) { AddToScore = 75; Pool.ProgressPool -= 0.033f; } else { AddToScore = 50; Pool.ProgressPool -= 0.037f; } } else { Pool.ProgressPool -= 0.1f; } } else if (CurrentLevel == 2) { if (EndGame.CommenceTheEndGaame == false) { if (CitiesAlive.CitiesAlive > 8) { AddToScore = 150; Pool.ProgressPool -= 0.045f; } else { AddToScore = 100; Pool.ProgressPool -= 0.065f; } } else { Pool.ProgressPool -= 0.125f; } } else if (CurrentLevel == 3) { if (EndGame.CommenceTheEndGaame == false) { if (CitiesAlive.CitiesAlive > 8) { AddToScore = 300; Pool.ProgressPool -= 0.1f; } else { AddToScore = 200; Pool.ProgressPool -= 0.114f; } } else { Pool.ProgressPool -= 0.15f; } } } ScoreManaging.AddScore(AddToScore); citySoundPlayer.clip = citySoundClips[1]; citySoundPlayer.Play(); SwitchState(); CitiesAlive.CitiesAlive--; return; } UpgradeCity(); //callar funktionen upgradecity }