private void Start() { blinkTime = 2; width = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0)).x - moveEdgeMargin; height = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0)).y - moveEdgeMargin; z = transform.position.z; overlapCounter = 0; afterBlink = false; movementJoystick = UltimateJoystick.GetUltimateJoystick("Movement"); shootJoystick = UltimateJoystick.GetUltimateJoystick("Shoot"); healthObjects = new ArrayList(); for (int i = 0; i < initialHealth; i++) { GameObject obj = Instantiate(healthSprite); healthObjects.Add(obj); obj.transform.position = new Vector3(obj.transform.position.x + i * 0.8f, obj.transform.position.y, -1); } }
public void ShowDeathScreen() { // Enable the game over screen game object. gameOverScreen.gameObject.SetActive(true); GameObject expl = ( GameObject )Instantiate(playerExplosionPrefab, FindObjectOfType <PlayerController>().transform.position, Quaternion.identity); Destroy(expl, 2); // Start the ShakeCamera coroutine for a dynamic effect. StartCoroutine("ShakeCamera"); // Start the Fade coroutine so that the death screen will fade in. StartCoroutine("FadeDeathScreen"); // Set spawning to false so that no more asteroids get spawned. spawning = false; UltimateJoystick.GetUltimateJoystick("Movement").UpdatePositioning(); }