public void gameOver() { playerStatus.stop(); playerController.stop(); enemyPattern.stop(); cheaterStatusLeft.stop(); cheaterStatusRight.stop(); gameoverPanel.SetActive(true); finalScore.text = "" + playerStatus.getScore(); }
private void nextPattern() { playerScore = player.getScore(); //generate list of level that fit requirement listRandomPatternIndex.Clear(); foreach (var item in level) { if (item.maximum < 0) { if (playerScore >= item.minimum) { foreach (var num in item.patternIndex) { listRandomPatternIndex.Add(num); } } } else { if (playerScore >= item.minimum && playerScore <= item.maximum) { foreach (var num in item.patternIndex) { listRandomPatternIndex.Add(num); } } } } //pick pattern from list int rand = Random.Range(0, listRandomPatternIndex.Count); currentPattern = pattern [listRandomPatternIndex [rand]]; currentSessionMaxIndex = currentPattern.session.Length - 1; currentSessionIndex = 0; currentSession = currentPattern.session [currentSessionIndex]; countdown = currentSession.duration; isTransition = false; activeSession(); }