Пример #1
0
    /*
     * Whenever something collides with the player, this method isn't used anymore because
     * the collider on the player was changed to a trigger.
     */
    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.collider.tag == Tags.Ball)
        {
            FindObjectOfType <AudioManager>().Play(Audio.Ouch);
            if (lives < 1)
            {
                Debug.Log("HIT!");
                manager.ChangeLevel(Levels.Levels_Menu); // So any time the player dies, they get redirected back to the levels menu.
            }

            lives--;
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        bubbles = GameObject.FindGameObjectsWithTag(Tags.Ball); // Find all of the bubbles in the scene.

        if (bubbles.Length < 1)                                 // If there are no bubbles left, count the score.
        {
            CountScore();
            manager.ChangeLevel(Levels.Levels_Menu); // Load the levels menu.
        }

        /*
         * Update the scoreboard UI.
         */
        timeLeft -= Time.deltaTime;
        timeLeftUI.gameObject.GetComponent <Text>().text    = "Time Left: " + (int)timeLeft;
        playerScoreUI.gameObject.GetComponent <Text>().text = "Lives: " + BubbleMove.lives;
        if (timeLeft < 0.1f)                            // If the time runs out.
        {
            SceneManager.LoadScene(Levels.Levels_Menu); // Reload the levels menu.
        }

        if (isOver == true)
        {
            Debug.Log((int)timeLeft);
            CountScore();
            isOver = false;
        }
    }
Пример #3
0
 public void MainMenu()
 {
     if (IsPaused == true)
     {
         IsPaused = false;                      // Set the IsPaused variable to false so that is the user goes to main menu then exits the game, the level will start as normal next time around.
         pauseMenuUI.SetActive(false);          // De-activate the pause menu.
         Time.timeScale = 1f;                   // Return the time scale to normal(1 second at a time).
         manager.ChangeLevel(Levels.Main_Menu); // Use the level manager to change the view to the main menu.
     }
 }
Пример #4
0
    IEnumerator Start()  // Use IEnumerator so we can use a co routine.
    {
        manager = new LevelsManager();

        splashImage.canvasRenderer.SetAlpha(0.0f); // When the scene starts, make the image invisible.

        FadeIn();                                  // Wall fade in.

        yield return(new WaitForSeconds(3.5f));    // Wait 3.5 seconds.

        FadeOut();                                 // Call fade out.

        manager.ChangeLevel(Levels.Main_Menu);     // Then load the main menu scene.
    }
Пример #5
0
 public void Return()
 {
     //Return to main menu
     levelManager.ChangeLevel(Levels.Main_Menu);// Change level when this method is triggered.
 }
Пример #6
0
 public void PlayGame()
 {
     levelManager.ChangeLevel(Levels.Levels_Menu);// Change level when this method is triggered.
 }
Пример #7
0
 void SwitchScene(string sceneName)       // Delegate the navigation of levels to its own method.
 {
     levelManager.ChangeLevel(sceneName); // Change scene when this method is triggered.
 }
Пример #8
0
 private void Play()
 {
     manager.ChangeLevel(Levels.Levels_Menu);
 }