void Die () {
		if (dead)
			return;
		dead = true;
		deathPoint.enemiesRemaining--;
		kanvas.Scores (punkty);

		if (gameObject.name == "Motyl") {
			FinalS.SaveScores ("Punkty", kanvas.scoreNumber);
			GameObject boha = Resources.Load ("Bohaterka") as GameObject;
			boha = Instantiate (boha, transform.position, boha.transform.rotation) as GameObject;
			FinalS.TheEnd ();
		}
		Destroy (transform.parent.gameObject);
	}
Пример #2
0
    void Update()
    {
        if (Input.GetKey(KeyCode.P))
        {
            resetTimer += Time.deltaTime;
            if (resetTimer > 5)
            {
                FinalS.ResetScores();
            }
        }
        if (currentHealth < startingHealth && currentHealth > 0)
        {
            currentHealth += healPerSecond * Time.deltaTime;
        }
        if (currentHealth > startingHealth)
        {
            currentHealth = startingHealth;
        }
        if (Input.GetKeyDown(KeyCode.O))
        {
            menu    = !menu;
            playing = !playing;
        }

        // Obracania gracza oraz broni.
        if (playing)
        {
            Turning();
            float wheelInput = Input.GetAxisRaw("Mouse ScrollWheel");

            if (wheelInput > 0)
            {
                EquipWeapon(1);
            }
            else if (wheelInput < 0)
            {
                EquipWeapon(-1);
            }

            celowniki.enabled = true;
        }
        else
        {
            celowniki.enabled = false;
        }
        if (equiping)
        {
            equipTime += Time.deltaTime;
            bronie.SetActive(true);
            if (equipTime >= 1)
            {
                equiping = false;
                bronie.SetActive(false);
                equipTime = 0;
            }
        }

        if (FinalS.theEnd)
        {
            FinalS.Update();
        }
        if (isDead)
        {
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
        }
    }