void Update() { dave.transform.position += (Vector3.right * speed * Time.deltaTime); if (dave.transform.position.x > rightLimit) { SceneManager.LoadScene(Constants.SCENE_NAME_STAGES + DaveControl.getInstance().currentLevel); } }
void Start() { if (DaveControl.getInstance()) { DaveControl.getInstance().gameObject.SetActive(false); DaveControl.getInstance().hasTrophy = false; } if (HUDControl.getInstance()) { HUDControl.getInstance().ConfigureHudForTransition(); } dave.transform.position = new Vector2(0, .46f); }
//Aqui no Awake, o que ocorre eh o seguinte void Awake() { //SE ja ouver um _instance existente e esse _instance nao é esse objeto aqui, então destrói esse objeto. if (_instance != null && _instance != this) { Destroy(gameObject); return; } else //Caso contrario, se o _instance for nulo, fala que agora o _instance eh esse objeto aqui. { _instance = this; } //Isso evita duplicatas. Se a gente passar varias vezes por uma cena que crie esse objeto, soh um vai //existir. O resto vai ser destruido. //Olhar o START() }
public void UpdateHud() { if (DaveControl.getInstance()) { txtHud.text = "SCORE: " + DaveControl.getInstance().score + " LEVEL:" + DaveControl.getInstance().currentLevel + " DAVES:"; switch (DaveControl.getInstance().lives) { default: case 3: dave1.SetActive(true); dave2.SetActive(true); dave3.SetActive(true); break; case 2: dave1.SetActive(true); dave2.SetActive(true); dave3.SetActive(false); break; case 1: dave1.SetActive(true); dave2.SetActive(false); dave3.SetActive(false); break; case 0: dave1.SetActive(false); dave2.SetActive(false); dave3.SetActive(false); break; } trophyGottenBar.SetActive(DaveControl.getInstance().hasTrophy ? true : false); } if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName(Constants.SCENE_NAME_TRANSITION)) { txtTransition.gameObject.SetActive(false); } }
public void ConfigureHudForTransition() { trophyGottenBar.SetActive(false); txtTransition.text = "GOOD WORK! ONLY " + (Constants.MAX_LEVELS - DaveControl.getInstance().currentLevel + 1) + " MORE TO GO!"; txtTransition.gameObject.SetActive(true); }