void DontFuel()//Закончилось топливо { state = State.Dead; audioSource.Stop(); audioSource.PlayOneShot(loseSound); deathMenu.ToggleEndMenu(); }
private void EndGame() { isAlive = false; pauseButton.SetActive(false); AdManager.AdInstance.ShowAd(); deathMenu.ToggleEndMenu(score); }
public void PauseGame() { if (!isPaused) { deathMenu.ToggleEndMenu(score); isPaused = true; } else { deathMenu.UnToggleEndMenu(); isPaused = false; } }
public void OnDeath() { isDeath = true; PlayerPrefs.SetFloat("Coin Score", CoinScore); deathMenu.ToggleEndMenu(CoinScore); ScoreforCoin.CoinScore = 0; }
public void OnDeath() { isDeath = true; PlayerPrefs.SetFloat("Highscore", score); deathMenu.ToggleEndMenu(score); Score.score = 0; }
// Player has died void OnGameOver() { GroundTrans.doSpawn = false; Scrolling.gameOver = true; isGameOver = true; deathMenu.ToggleEndMenu(score); //show the death button when the player died }
public void OnDeath() { isDead = true; deathMenu.ToggleEndMenu(score); }
public void OnDeath() { isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); } deathMenu.ToggleEndMenu(score); }
//private void OnCollisionEnter(Collision collision) //{ // if (collision.gameObject.tag == "Box" || collision.gameObject.tag == "FastBox") // { // Debug.Log("HIIITTT"); // } //} IEnumerator Wait() { //yield return new WaitForSeconds(2f); playerAnimation.CrossFade("Dying"); yield return(new WaitForSeconds(1.5f)); playerAnimation.Stop(); deathMenu.ToggleEndMenu((int)score); }
public void OnDeath(bool win) { isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); // Set the highest score into Registry } deathMenu.ToggleEndMenu(score, win); }
void Die() { //Debug.Log("Call Die()...."); isDead = true; deathMenu.ToggleEndMenu(health); fixedJoystick.ToggleEndMenu(); jumpBtn.ToggleEndMenu(); fightBtn.ToggleEndMenu(); }
public void OnDeath() { iSDead = true; if ((int)PlayerPrefs.GetFloat("Highscore") < score) { NHS.text = "NEW HIGH SCORE!!"; PlayerPrefs.SetFloat("Highscore", score); } deathMenu.ToggleEndMenu(score); }
public void Ondeath() { isdead = true; if (PlayerPrefs.GetFloat("Hig") < score) { PlayerPrefs.SetFloat("Hig", score); } deathmenu.ToggleEndMenu(score); }
public void OnDeath(){ isDead = true; if(PlayerPrefs.GetFloat("HighScore") < score){ PlayerPrefs.SetFloat("HighScore", score); } deathMenu.ToggleEndMenu(score); int coinNumber = GetComponent<PlayerMotor>().coinCounter; PlayerPrefs.SetInt("CoinsCount", (PlayerPrefs.GetInt("CoinsCount") + coinNumber));//------ Adding the number of coins to the already stored number of coins. }
public void OnDeath() { isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); //Saving the score in the registery regedit(software,defaultcompany) } //PlayerPrefs.GetInt ("Highscore"); deathMenu.ToggleEndMenu(score); }
public void OnDeath() { isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); } scoreObject.SetActive(false); deathMenu.ToggleEndMenu(score); }
// public GameObject completeLevelUI; // complete level - we are not completing levels because it is endless sliding //public void CompleteLevel() //{ // Debug.Log("Level Won"); // completeLevelUI.SetActive(true); //} // end game function public void EndGame() { if (gameHasEnded == false) { gameHasEnded = true; //need to set score on death deathMenu?.ToggleEndMenu(0f); } }
private void Death() { m_isDead = true; if (PlayerPrefs.GetInt("Highscore") < m_numOfCollisionWithCoin) { Debug.Log("score2: " + PlayerPrefs.GetInt("Highscore")); PlayerPrefs.SetInt("Highscore", m_numOfCollisionWithCoin); } m_deathMenu.ToggleEndMenu(m_numOfCollisionWithCoin); }
public void OnDeath() { isDead = true; Debug.Log(PlayerPrefs.GetFloat("HighScore")); Debug.Log(score > PlayerPrefs.GetFloat("HighScore")); if (score > PlayerPrefs.GetFloat("HighScore")) { PlayerPrefs.SetFloat("HighScore", score); } deathMenu.ToggleEndMenu(score); }
public void OnDeath() { /*isDead = true; * if (PlayerPrefs.GetFloat("Highscore") < score) * { * PlayerPrefs.SetFloat("Highscore", score); * deathMenu.newBestText.enabled = true; * } * coins += coin; * PlayerPrefs.SetInt("Coins", coins);*/ deathMenu.ToggleEndMenu(score, coin); }
public void OnDeath() { m_isDead = true; //if a new highscore is set update it if (PlayerPrefs.GetFloat("Highscore") < m_score) { PlayerPrefs.SetFloat("Highscore", m_score); } deathMenu.ToggleEndMenu(m_score); // show death menu }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Obstacle") { gameObject.SetActive(false); isDead = true; deathMenu.ToggleEndMenu(); pauseScript.buttonToggleOff(); scoreScript.TurnScoreOff(); } }
public void OnDeath() { isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) { PlayerPrefs.SetFloat("Highscore", score); } Debug.Log("d"); FindObjectOfType <WhiteScreen>().Kill(); Debug.Log("d"); deathMenu.ToggleEndMenu(score); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("up") || Input.GetButtonDown("down") || Input.GetButtonDown("left") || Input.GetButtonDown("right")) { move = true; } if (move) { if (!isDead) { //*thePlayer's Z position will always be greater then the camera's Z position if (gameObject.transform.position.z < thePlayer.transform.position.z - 1) { //lerps the camera towards the player shouldPos = Vector3.Lerp(gameObject.transform.position, thePlayer.transform.position, Time.deltaTime); gameObject.transform.position = new Vector3(shouldPos.x, 1, shouldPos.z); } else { //slowly moves the camera forward until player is a certain amount pass the camera's Z position gameObject.transform.position += Vector3.forward * (Time.deltaTime * speed); gameObject.transform.position = new Vector3(Mathf.Lerp(gameObject.transform.position.x, thePlayer.transform.position.x, Time.deltaTime), 1, gameObject.transform.position.z); } if (gameObject.transform.position.x <= -1) { gameObject.transform.position = new Vector3(Mathf.Lerp(gameObject.transform.position.x, -1, Time.deltaTime), 1, gameObject.transform.position.z); } if (gameObject.transform.position.x >= 1) { gameObject.transform.position = new Vector3(Mathf.Lerp(gameObject.transform.position.x, 1, Time.deltaTime), 1, gameObject.transform.position.z); } } if (gameObject.transform.position.z > thePlayer.transform.position.z + 5) { //sets isDead to true and snaps camera to the player's position isDead = true; thePlayer.GetComponent <Bounce>().isDead = true; thePlayer.GetComponent <AnimationController>().isDead = true; shouldPos = Vector3.Lerp(gameObject.transform.position, thePlayer.transform.position, Time.deltaTime); gameObject.transform.position = new Vector3(shouldPos.x, 1, shouldPos.z - 4); deathMenu.ToggleEndMenu(); //calls the death menu gameMenu.ToggleOffGameMenu(); //turns off game menu icons } } //this will snap the camera to the player's position when dead if (isDead) { shouldPos = Vector3.Lerp(gameObject.transform.position, thePlayer.transform.position, Time.deltaTime * 2); gameObject.transform.position = new Vector3(shouldPos.x, 1, shouldPos.z); } }
//Arret du score quand le joueur perd public void OnDeath() { isDead = true; if (PlayerPrefs.GetFloat("HighScore Distance :") < score_distance) { PlayerPrefs.SetFloat("HighScore Distance :", score_distance); } if (PlayerPrefs.GetFloat("HighScore Piece :") < count_piece) { PlayerPrefs.SetFloat("HighScore Piece :", count_piece); } deathMenu.ToggleEndMenu(score_distance, count_piece); }
public void OnDeath() { // this method will be called from the playerMotor script; // when player collides with onj, this method will be called in PlayerMotor and will stop the Score from increasing isDead = true; if (PlayerPrefs.GetFloat("Highscore") < score) // if highscore is smaller than score assign new highscore. { PlayerPrefs.SetFloat("Highscore", score); // save the score to the user's device's storage } deathMenu.ToggleEndMenu(score); // turns on the death menu, and sends the player's score to be displayed on the death menu }
public void OnDeath() { isDead = true; //deathMenu.ToggleEndMenu(score); if ((int)PlayerPrefs.GetFloat("Highscore") < score) { NHS.text = "NEW HIGH SCORE!!"; PlayerPrefs.SetFloat("Highscore", score); } deathMenu.ToggleEndMenu(score); AddScoreToLeaderBoard(lead, (int)score); }
void OnTriggerEnter(Collider other) { /* * Player.transform.position = respawnPoint.transform.position; * Debug.Log("You die!!"); */ if (other.gameObject.tag == "Player") { deathMenu.ToggleEndMenu(); //Destroy(gameObject); Debug.Log("You die! Back to start place!"); Player.transform.position = respawnPoint.transform.position; } }
private void endGame() { GameObject.FindGameObjectWithTag("Life" + life).SetActive(false); LifeLost[LifeCounter].SetActive(true); //GameObject.FindGameObjectWithTag("LifeLost" + life).SetActive(true); LifeCounter++; life -= 1; if (life == 0) { ended = true; speed = 0; deathMenu.ToggleEndMenu(Score.GetComponent <ManageScore>().score); } }
public void Death() { if (!mute) { orig.Stop(); slow.Play(); } isDead = true; zm.onDead(); cm.onDead(); gm.onDead(); GetComponent <BallMovement>().onDead(); deathMenu.ToggleEndMenu(); }