public void ChangeUI() { State.GameState gameState = stateReference.GetGameState(); State.WaveState waveState = stateReference.GetWaveState(); if (gameState == State.GameState.GameOver) { OpenWindow(gameOverUI); } else if (gameState == State.GameState.Buying) { OpenWindow(buyUI); CanPause(false); } else if (waveState == State.WaveState.Paused) { OpenWindow(timerUI); CanPause(false); } else if (gameState == State.GameState.Paused) { OpenWindow(pauseUI); } else if (gameState == State.GameState.Playing) { OpenWindow(inGameUI); } }
void Update() { if (winButton) { enemiesLeftThisWave = 0; } if (loseButton) { player.GetComponent <IDamageable>().TakeDamage(100); } if (stateReference.GetGameState() == State.GameState.Playing && stateReference.GetWaveState() == State.WaveState.Spawning) { if (enemiesLeftThisWave <= 0) { stateReference.SetWaveStatePaused(); Scoring.GetInstance().SurvivedWave(); //StartCoroutine(StartNewWave()); stateReference.Shop(); lastGameState = State.GameState.Buying; } SpawnEnemies(); } if (Input.GetKeyDown(KeyCode.Escape)) { if (uiManagerInstance.GetCanPause()) { if (stateReference.GetGameState() == State.GameState.Paused) { stateReference.UnPauseGame(); } else { stateReference.PauseGame(); } } } }