public void GameOverViaPhone() { CurrentTurn.CurrentPhase = Turn.Phase.GameOver; Debug.Log("You didn't get to the phone in time!"); Debug.Log("Died with a score of " + GameControl.gc.currentScore); GameControl.gc.CheckForHighScore(); //world falls away? show score, restart button WorldFallAway wfa = FindObjectOfType <WorldFallAway>(); StartCoroutine(wfa.ManageFallAwayTiming()); UIController.ui.DisplayGameOverUI(); //GameControl.gc.Save();PlayerController.pc.GameOver(); }
public void GameOver(Transform bullet) { AudioController.ac.PlayDeathNoise(); CurrentTurn.CurrentPhase = Turn.Phase.GameOver; Debug.Log("Game over, man, game over!"); Vector3 deathPrefabPosition = transform.FindChild("DeathPrefab").position; Transform death = (Transform)Instantiate(deathPrefab, deathPrefabPosition, Quaternion.Inverse(bullet.rotation)); Debug.Log("Died with a score of " + GameControl.gc.currentScore); GameControl.gc.CheckForHighScore(); //world falls away? show score, restart button WorldFallAway wfa = FindObjectOfType <WorldFallAway>(); StartCoroutine(wfa.ManageFallAwayTiming()); UIController.ui.DisplayGameOverUI(); //GameControl.gc.Save(); }