void Update() { if (Health.Value == 3f) { Heart3.SetActive(true); Heart2.SetActive(true); Heart1.SetActive(true); } if (Health.Value == 2f) { Heart3.SetActive(false); Heart2.SetActive(true); Heart1.SetActive(true); } if (Health.Value == 1f) { Heart3.SetActive(false); Heart2.SetActive(false); Heart1.SetActive(true); } if (Health.Value <= 0f) { Heart3.SetActive(false); Heart2.SetActive(false); Heart1.SetActive(false); } }
// Update is called once per frame void Update() { //if (scoreIncreasing) { // scoreCounts += pointPerSecond * Time.deltaTime; //} //extra heart indicator if ((heartCounterText != null) && (HeartCount > 3)) { //heartCounterText.GetComponent<Text>().enabled = true; heartCounterText.GetComponent <Text>().text = "x" + HeartCount; } else { heartCounterText.GetComponent <Text>().text = ""; } if (scoreCounts > highScoreCounts) { highScoreCounts = scoreCounts; PlayerPrefs.SetFloat("HighScores", highScoreCounts); } scoreText.text = "Coins: " + Mathf.Round(scoreCounts); highScoreText.text = "High Score: " + Mathf.Round(highScoreCounts); gameScore.text = "" + Mathf.Round(gameScoreCounts); if (HeartCount == 3) { Heart3.SetActive(true); Heart2.SetActive(false); Heart1.SetActive(false); Heart0.SetActive(false); } else if (HeartCount == 2) { Heart3.SetActive(false); Heart2.SetActive(true); Heart1.SetActive(false); Heart0.SetActive(false); } else if (HeartCount == 1) { Heart3.SetActive(false); Heart2.SetActive(false); Heart1.SetActive(true); Heart0.SetActive(false); } else if (HeartCount == 0) { HeartCount = 3; Heart3.SetActive(false); Heart2.SetActive(false); Heart1.SetActive(false); Heart0.SetActive(true); gameManager.RestartGame(); } }