// Start is called before the first frame update private void OnTriggerEnter(Collider other) { if (other.CompareTag("SnakeMain")) { //Application.LoadLevel(Application.loadedLevel); LoseMenu.Show(); } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("SnakeMain")) { if (indx > 2) { LoseMenu.Show(); } } }
// Updates the state of the UI based on GameState. public void Update(GameState state) { // Sets the main menu UI. if (state == GameState.MainMenu) { mainMenu.Show(); } else { mainMenu.Hide(); } // Sets the gameplay UI. gameplay.SetActive(state == GameState.Gameplay); // Sets the pause menu UI. if (state == GameState.Paused) { pauseMenu.Show(); } else { pauseMenu.Hide(); } // Sets the lose menu UI. if (state == GameState.Lose) { loseMenu.Show(); } else { loseMenu.Hide(); } // Sets the win menu UI. if (state == GameState.Win) { winMenu.Show(); } else { winMenu.Hide(); } // Sets the stpre menu UI. if (state == GameState.Store) { storeMenu.Show(); } else { storeMenu.Hide(); } }
void Death() { if (!inDeathPhase) { inDeathPhase = true; SoundManager.PlayDeathSound(); LoseMenu.Show(); rb.velocity = Vector3.zero; gameObject.SetActive(false); Instantiate(deathParticles, transform.position, Quaternion.identity); } }