// Score type text void SpawnFloatingText(string scoreTypeCount) { ClearFloatingText(); switch (scoreTypeCount) { case Constants.perfects: floatingTexts.Add(canvasObjectPooler.SpawnFromPool(Constants.perfectText, new Vector3(gameCanvas.position.x, gameCanvas.position.y - 150.0f, gameCanvas.position.z), Quaternion.identity)); break; case Constants.greats: floatingTexts.Add(canvasObjectPooler.SpawnFromPool(Constants.greatText, new Vector3(gameCanvas.position.x, gameCanvas.position.y - 150.0f, gameCanvas.position.z), Quaternion.identity)); break; case Constants.goods: floatingTexts.Add(canvasObjectPooler.SpawnFromPool(Constants.goodText, new Vector3(gameCanvas.position.x, gameCanvas.position.y - 150.0f, gameCanvas.position.z), Quaternion.identity)); break; case Constants.bads: floatingTexts.Add(canvasObjectPooler.SpawnFromPool(Constants.badText, new Vector3(gameCanvas.position.x, gameCanvas.position.y - 150.0f, gameCanvas.position.z), Quaternion.identity)); break; case Constants.misses: floatingTexts.Add(canvasObjectPooler.SpawnFromPool(Constants.missText, new Vector3(gameCanvas.position.x, gameCanvas.position.y - 150.0f, gameCanvas.position.z), Quaternion.identity)); break; } }
// Resume game after 3s countdown public IEnumerator CountdownResume() { canvasObjectPooler.SpawnFromPool(Constants.countdownText3, new Vector3(gameCanvas.position.x, gameCanvas.position.y + 100.0f, gameCanvas.position.z), Quaternion.identity); yield return(new WaitForSeconds(1)); canvasObjectPooler.SpawnFromPool(Constants.countdownText2, new Vector3(gameCanvas.position.x, gameCanvas.position.y + 100.0f, gameCanvas.position.z), Quaternion.identity); yield return(new WaitForSeconds(1)); canvasObjectPooler.SpawnFromPool(Constants.countdownText1, new Vector3(gameCanvas.position.x, gameCanvas.position.y + 100.0f, gameCanvas.position.z), Quaternion.identity); yield return(new WaitForSeconds(1)); isPaused = false; AudioListener.pause = false; audioManager.Play(PlayerPrefs.GetString(Constants.selectedSong)); pauseButton.SetActive(true); }