// When target is clicked, destroy it, update score, and generate explosion private void OnMouseDown() { if (gameManagerX.isGameActive) { Destroy(gameObject); gameManagerX.UpdateScore(pointValue); Explode(); if (gameObject.CompareTag("Bad")) { gameManagerX.GameOver(); } } }
private void OnCollisionEnter(Collision collision) { //for destroying plane and displaying game over text if (collision.gameObject.CompareTag("Map")) { Cursor.visible = true; Destroy(gameObject); Instantiate(deathParticle, transform.position, deathParticle.transform.rotation); gameManager.GameOver(); } //fpr displaying win text if (collision.gameObject.CompareTag("Finish") && point >= 6) { Cursor.visible = true; Destroy(gameObject); gameManager.Win(); } //for displaying lose text when player finishes with not enough points if (collision.gameObject.CompareTag("Finish") && point < 6) { Cursor.visible = true; Destroy(gameObject); Instantiate(deathParticle, transform.position, deathParticle.transform.rotation); gameManager.Lose(); } }
// If target that is NOT the bad object collides with sensor, trigger game over private void OnTriggerEnter(Collider other) { Destroy(gameObject); if (other.gameObject.CompareTag("Sensor") && !gameObject.CompareTag("Bad")) { gameManagerX.GameOver(); } }
void Update() { countdown.text = ("time: " + timeLeft); if (timeLeft <= 0) { gameManagerX.GameOver(); } }
void Update() { timeLeft -= Time.deltaTime; text.text = "Time Left: " + Mathf.Round(timeLeft); if (timeLeft < 0) { gmX.GameOver(); } }
// If target that is NOT the bad object collides with sensor, trigger game over private void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Sensor")) { Destroy(gameObject); if (!gameObject.CompareTag("Bad")) { gameManagerX.GameOver(); } } }
IEnumerator TimerCoroutine() { while (gameManagerX.isGameActive) { yield return(new WaitForSeconds(1)); timeLeft -= 1; timeLeftText.text = "Time: " + timeLeft; if (timeLeft <= 0) { gameManagerX.GameOver(); } } }
/// <summary> /// Countsdown the timer every second. /// </summary> private IEnumerator Countdown() { while (gameManager.isGameActive) { yield return(new WaitForSeconds(1f)); time -= 1; UpdateText(); if (time <= 0) { gameManager.GameOver(); } } }
private void Update() { if (running) { timeLeft -= Time.deltaTime; if (timeLeft < 1) { timeLeft = 0; gameManager.GameOver(); // running = false; } text.text = "Time Left: " + (int)Math.Floor(timeLeft); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Ground")) { isOnGround = true; dirtParticle.Play(); } else if (collision.gameObject.CompareTag("Obstacle")) { TakeDamage(1); playerAudio.PlayOneShot(crashSound, 1.0f); explosionParticle.Play(); if (currentHealth == 0) { gameManagerController.gameOver = true; gameManagerController.GameOver(); playerAnim.SetBool("Death_b", true); playerAnim.SetInteger("DeathType_int", 1); explosionParticle.Play(); dirtParticle.Stop(); } } }