/// <summary> /// Checks your score and assesses your performance with a PopUp /// </summary> public void EndGame() { playing = false; guitargod.SetActive(false); playerMovement.Stop = false; if (score > 800) { StartCoroutine(iManager.PopUp("You are a guitar god!")); return; } else if (score > 700) { StartCoroutine(iManager.PopUp("You rock!")); return; } else if (score > 600) { StartCoroutine(iManager.PopUp("Well played.")); return; } else if (score > 500) { StartCoroutine(iManager.PopUp("Decent performance.")); return; } else if (score > 400) { StartCoroutine(iManager.PopUp("Well, it could have been worse.")); return; } else if (score < 400) { StartCoroutine(iManager.PopUp("Are you drunk?")); } }
/// <summary> /// Checks winning conditions. Randomizes damage, also if /// player is very drunk the player has a higher chance of missing. /// </summary> /// <param name="user">bfPlayer or bfNPC. The list contains the image of the player at [0] and hp bar at [1].</param> private void attackResult(List <Image> user) { int damage = random.Next(0, 3); if (user == bfPlayer) { if (player.drunkLevel > 60 && damage != 0) { damage = random.Next(0, 3); } npcHP += damage; StartCoroutine(showInfo("Player deals " + damage + " damage!")); if (npcHP >= 5) { events.ChangeTime(10); events.addScore(20); StartCoroutine(iManager.PopUp("You showed who's the boss.")); player.useMoney(random.Next(0, 30)); target.Remove(); target.StopInteracting(); barfight.SetActive(false); } else { bfNPC[1].sprite = npcHPBar[npcHP]; } } else if (user == bfNPC) { damage = random.Next(0, 3); playerHP += damage; StartCoroutine(showInfo("NPC deals " + damage + " damage!")); if (playerHP >= 5) { target.StopInteracting(); StartCoroutine(cutscene.CutsceneBlackout()); player.useMoney(-(random.Next(0, 20))); barfight.SetActive(false); } else { bfPlayer[1].sprite = playerHPBar[playerHP]; } } }