Пример #1
0
 // Start is called before the first frame update
 void OnEnable()
 {
     WaitScript = Camera.main.GetComponent <waitAndLookHowGoodItIs>();
     isUpdated  = false;
     Debug.Log("GameOverPanel score: " + scoreManager.score);
     gameOver_score.text        = (scoreManager.score).ToString();
     gameOverXPSlider.value     = levelManager.GetCalculateExperienceFromExp();
     gamOverXP.text             = levelManager.GetCalculateExperienceFromExp().ToString() + "/1000";
     gameOverXPIncrease.text    = "+" + levelManager.temp_value.ToString() + "xp";
     gameOverXPLevel.text       = levelManager.GetCalculateLevelFromExperience().ToString();
     GameOverHighScoreText.text = scoreManager.getScoreFromPrefab().ToString();
     if (scoreManager.isScoreHigherThanPrefab())
     {
         highScoreNew.SetActive(true);
     }
     else if (!scoreManager.isScoreHigherThanPrefab())
     {
         highScoreNew.SetActive(false);
     }
     WaitScript.WaitSomeTime(1.5f, testFunc);
 }
Пример #2
0
    void Awake()
    {
        //only to reset device prefabs, remeber to delete!!!!
        // levelManager.changeExp(1000);
        // levelManager.saveExperienceToPrefab();
        scoreManager.resetScore();
        RestoreToDefault();
        WaitScript        = Camera.main.GetComponent <waitAndLookHowGoodItIs>();
        state             = Camera.main.GetComponent <StateManager>();
        MusicMaster       = GameObject.Find("music master");
        comboText         = GameObject.Find("combo");
        timerAddText      = GameObject.Find("timevaladd");
        ScreenShake       = GameObject.Find("numbersPanel").GetComponent <Animation>();
        timeConsumeEffect = GameObject.Find("time consume particle effect").GetComponent <ParticleSystem>();
        Time.timeScale    = 1.0f;
        float timerSliderVal = GameObject.Find("timer slider").GetComponent <Slider>().maxValue;

        MaxTime    = timerSliderVal;
        canStop    = false;
        isReversed = false;
    }