// Update is called once per frame void Update() { elapsedTime += Time.deltaTime; if (scoreType == "Tree" && gameIsOver == false) { GameObject[] trees = GameObject.FindGameObjectsWithTag("Tree"); treeValue = trees.Length; score.text = "Trees: " + treeValue; } if (scoreType == "Score" && elapsedTime > timeLimit) { elapsedTime = 0; GameObject[] trees = GameObject.FindGameObjectsWithTag("Tree"); treeValue = 0; for (int i = 0; i < trees.Length; i++) // For every tile in range { Script_Tree other_Script = trees[i].gameObject.GetComponent <Script_Tree>(); // Get the Script if (other_Script.state == "Alive") { treeValue += 2; } } globalScore += treeValue; score.text = globalScore.ToString(); } if (alreadyMoved == false) { LookForGameOver(); } }
void LookForGameOver() { GameObject[] go = GameObject.FindGameObjectsWithTag("Tree"); for (int i = 0; i < go.Length; i++) { Script_Tree script_t = go[i].gameObject.GetComponent <Script_Tree>();// Get the Script if (script_t.state == "Alive") { return; } } GoToGameOver(); }
void Update() { if (goTree != null) // Check if the tile has a tree { if (forest == true) { GenerateForest(); } elapsedTime += Time.deltaTime; if (elapsedTime > timeLimit) // Check the time { elapsedTime = 0; Script_Tree goTree_Script = goTree.GetComponent <Script_Tree>(); Collider[] hitColliders = Physics.OverlapSphere(transform.position, 1.5f); //get every tile in range of the main tile for (int i = 0; i < hitColliders.Length; i++) // For every tile in range { if (goTree_Script.state == "Alive") { if (hitColliders[i].tag == "Ground") // Check for grow { Script_Tile other_Script = hitColliders[i].gameObject.GetComponent <Script_Tile>(); // Get the Script if (other_Script.goTree == null) // Check that it has no tree { other_Script.GenerateTree(false); } } } if (goTree_Script.infectionStage > 0) { if (hitColliders[i].tag == "Tree") { Script_Tree other_Script = hitColliders[i].gameObject.GetComponent <Script_Tree>(); // Get the Script if (other_Script.infectionStage == 0) // Check that it has no tree { other_Script.Resist(); } } } } } } }