public void LevelEndReached() { levelTimer.Pause(); levelTimer.SaveToPlayerPrefs(currentLevelNumber); levelFinished = true; levelGui.SetActive(true); TurnOffAllMenuButtons(); menuButton.SetActive(true); restartLevelButton.SetActive(true); nextLevelButton.SetActive(true); pauseButton.SetActive(false); levelEndTint.colorsToChangeTo = new Color[] { initalTintColor, new Color(0, 1, 0, 0.8f) }; levelEndTint.SetFirstColor(); levelEndTint.DoCompleteTransition(); levelFinishedLogo.colorsToChangeTo = new Color[] { Color.yellow, Color.green }; levelFinishedText.text = "Level\n" + currentLevelNumber; levelFinishedLogo.DoCompleteTransition(); Balloon.balloonPoppedCounter = 0; PlayerPrefs.SetInt("Level" + currentLevelNumber, 1); }
void Update() { if (Time.time > lastSwitchTime + (isDanger ? SecondsInRed : SecondsInGreen)) { lastSwitchTime = Time.time; colorChanger.DoCompleteTransition(); isDanger = !isDanger; if (isDanger && playerIsIn) // player is already in we should manually ill since trigger wont enterok { KillPlayer(FindObjectOfType <Player>()); } } }
public void PauseButtonClicked() { if (isPaused) { return; } pauseButton.SetActive(false); levelGui.gameObject.SetActive(true); TurnOffAllMenuButtons(); Time.timeScale = 0; menuButton.SetActive(true); resumeButton.SetActive(true); restartLevelButton.SetActive(true); isPaused = true; levelFinishedText.text = "Level\n" + currentLevelNumber; levelEndTint.colorsToChangeTo = new Color[] { initalTintColor, new Color(0.8f, 1.0f, 0.5f, 0.5f) }; levelEndTint.SetFirstColor(); levelEndTint.DoCompleteTransition(); levelTimer.Pause(); }