//void LevelUp (){ //if (difficultyLvl == maxDifficultyLvl) //return; //scoreToNextLvl *= 2; //difficultyLvl++; //GetComponent<PlayerMove>().SetSpeed (difficultyLvl); //GetComponent<EnemyPath>().SetEnemySpeed (difficultyLvl); //} public void OnDeath() { isDead = true; // Checks if player has score is higher and if items collected is higher if (PlayerPrefs.GetFloat("Highscore") < score && PlayerPrefs.GetFloat("MaxItems") < collects) { PlayerPrefs.SetFloat("Highscore", score); PlayerPrefs.SetInt("MaxItems", collects); } deathMenu.ToggleMenu(score, collects); }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { livesSystem.TakeLife(); // if the player triggers the hit box of the spike it'll take away a life from the player levelManager.RespawnPlayer(); // after they die it'll respawn player into the last checkpoint touched if (livesSystem.currentLives() == 0) { Debug.Log('0'); deathMenu.ToggleMenu(); control.Done(); // If lives go to zero the death menu will pop up } } }