// Use this for initialization (valeurs de défaut de l'objet) void Start() { // Trouve tous les GameObject ayant le tag "Wall" canons = GameObject.FindGameObjectsWithTag("Wall"); //Gun gun = FindObjectOfType <Projectile>(); // Reset icons moneyActivatedIcon.GetComponent <Image> ().fillAmount = 0.0f; stopCanonActivatedIcon.GetComponent <Image> ().fillAmount = 0.0f; invincibleActivatedIcon.GetComponent <Image> ().fillAmount = 0.0f; //Cacher le magasins de Power-ups et le panel de message shopController.CloseShop(); shopController.openShop = true; messagePanel.Close(); messagePanel.openPanel = true; //Appliquer les power-ups que le joueur a achete if (GlobalControl.Instance.nbProtection > 0 && SceneManager.GetActiveScene().name != "Scene") { shieldQuantity = GlobalControl.Instance.nbProtection; texteShieldQuantity.text = "" + shieldQuantity; } if (GlobalControl.Instance.bootsSelected) { itemShopActivatedBoots = true; bootsQuantity.text = "1"; } if (GlobalControl.Instance.gunSelected) { gun.gunActivated = true; gunQuantity.text = "1"; } GlobalControl.Instance.Reset(); if (SceneManager.GetActiveScene().name == "Scene") { progressBar.slider.maxValue = 10; progressBar.slider.minValue = 0; progressBar.slider.value = 0; } else if (SceneManager.GetActiveScene().name == "Scene_LV2") { progressBar.slider.maxValue = 15; progressBar.slider.minValue = 0; progressBar.slider.value = 0; } else if (SceneManager.GetActiveScene().name == "Scene_LV3") { progressBar.slider.maxValue = 20; progressBar.slider.minValue = 0; progressBar.slider.value = 0; } }
public void ExitClick() { ShopController.CloseShop(); StartCoroutine(CoroutineCloseMenu()); }