public void OnDeath(bool collision) { isDead = true; print("GameOver"); //// TODO: Your Implementation: //// 1. show DeathMenu (Hint: you can use Show() in DeathMenu.cs) //// 2. stop player //// 3. hide all tiles (Hint: call function in TileManager.cs) //// 4. record high score (Hint: use PlayerPrefs) /// float highScore = PlayerPrefs.GetFloat("highScore"); highScore = score > highScore ? score : highScore; PlayerPrefs.SetFloat("highScore", highScore); deathMenu.Show(score); }
public void OnDeath() { GameController GameScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); if (GameScript.DeathCount >= 0) { GameScript.DeathCount = 0; Hide(); RewardedAdsMenu.Show(); return; } GameScript.DeathCount++; Hide(); DeathMenu.Show(); }
public void OnUnityAdsDidFinish(string placementId, ShowResult showResult) { // Define conditional logic for each ad completion status: if (showResult == ShowResult.Finished) { GameController GameScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); GameScript.points *= 2; Hide(); DeathMenu.Show(); // Reward the user for watching the ad to completion. } else if (showResult == ShowResult.Skipped) { Hide(); DeathMenu.Show(); // Do not reward the user for skipping the ad. } else if (showResult == ShowResult.Failed) { Debug.LogWarning("The ad did not finish due to an error."); } }
public override void OnBackPressed() { Hide(); DeathMenu.Show(); }