// Update is called once per frame void Update() { // 스코어 레이블을 업데이트 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; // 라이프 패널을 업데이트 lifePanel.UpdateLife(nejiko.Life()); // 네지코의 라이프가 0이 되면 게임 종료 if (nejiko.Life() <= 0) { // 이 이후의 업데이트는 멈춘다. enabled = false; // 하이 스코어를 업데이트 if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } // 2초 후에 ReturnToTile을 호출 Invoke("ReturnToTitle", 2.0f); } }
public void Update() { // Update Score label AddToScore(CalcScore()); scoreLabel.text = "Score : " + (int)score; // Update Life Panel lifePanel.UpdateLife(nejiko.Life); // Close game when life count become 0 if (nejiko.Life <= 0) { // Stop more update enabled = false; // Update high score if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", (int)score); } // Call ReturnToTile in 2 seconds Invoke("ReturnToTitle", 2.0f); } }
// Update is called once per frame void Update() { // スコア更新 int score = CalcScore() / 10; scoreLabel.text = "すこあ:" + score + "めーとる"; lifePanel.UpdateLife(nejiko.Life()); // ネジ子のライフが0になったら if (nejiko.Life() <= 0) { // updateを止める enabled = false; // ハイスコアの更新 if (PlayerPrefs.GetInt("HightScore") < score) { PlayerPrefs.SetInt("HightScore", score); } // 2秒後に呼び出す Invoke("ReturnTitle", 2.0f); } }
// Update is called once per frame void Update() { //スコアラベルを更新 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; //ライフパネルを更新 lifePanel.UpdateLife(nejiko.Life()); //ねじ子のライフが0になったらゲームオーバー if (nejiko.Life() <= 0) { //これ以降のUpdateは止める enabled = false; //コルーチンにしたゲーム終了処理を開始 StartCoroutine(ReturnToTitle(score)); ////ハイスコア更新 //if(PlayerPrefs.GetInt("HighScore") < score) //{ // PlayerPrefs.SetInt("HighScore", score); //} //// 2秒後にReturnToTitleを呼び出す //Invoke("ReturnToTitle", 2.0f); } }
public void Update() { // スコアラベルを更新 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; // ライフパネルを更新 lifePanel.UpdateLife(nejiko.Life()); // ねじ子のライフが0になったらゲームオーバー if (nejiko.Life() <= 0) { // これ以降のUpdateは止める enabled = false; // ハイスコアを更新 if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } // 2秒後にReturnToTitleを呼びだす Invoke("ReturnToTitle", 2.0f); } }
void Update() { Countdown -= Time.deltaTime; timer.text = Countdown.ToString("00.00"); if (hp > 20 && hp <= 30) { life = 3; } if (hp > 10 && hp <= 20) { life = 2; } else if (hp > 0 && hp <= 10) { life = 1; } else if (hp <= 0) { life = 0; ChangeScene(currentScene); } else if (Countdown <= 0) { ChangeScene(currentScene); } lifePanel.UpdateLife(life); if (hp > 0 && score >= maxScore) { ChangeScene(nextScene); } }
// Update is called once per frame void Update() { //スコアラベルを更新 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; //ライフパネルを更新 //NejikoControllerからハート数を取得 lifePanel.UpdateLife(nejiko.Life()); //ねじこのライフが0になったらゲームオーバー if (nejiko.Life() <= 0) { //これ以降のUpdateはとめる enabled = false; //ハイスコアの更新 if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } //2秒後にReturnToTitleを呼び出す Invoke("ReturnToTitle", 2.0f); } }
// Update is called once per frame void Update() { TimerText.text = "" + LimitTime.ElapsedMilliseconds / 1000f; if (Weapon.S.curSelectWeapon == WeaponType.pistol) { RemainBulletText.text = "" + Weapon.S.pistol.remainBullet + " / 50"; } if (Weapon.S.curSelectWeapon == WeaponType.rocketLauncher) { RemainBulletText.text = "" + Weapon.S.rocket.remainBullet + " / 1"; } lifePanel.UpdateLife(Hero.S.life); switch (Weapon.S.curColor) { case ColorType.red: ColorText.text = "Red"; ColorText.color = Color.red; break; case ColorType.green: ColorText.text = "Green"; ColorText.color = Color.green; break; case ColorType.blue: ColorText.text = "Blue"; ColorText.color = Color.blue; break; } if (LimitTime.ElapsedMilliseconds / 1000f > 30f) { SceneManager.LoadScene("necoisland"); } }
public AudioClip gameoversound; //hyh public void Update() { // 스코어 레이블을 업데이트 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; // 라이프 패널을 업데이트 lifePanel.UpdateLife(player.Life()); if (player.Life() <= 0) { AudioSource.PlayClipAtPoint(gameoversound, transform.position);//hyh //이 이후의 업데이트는 멈춘다 enabled = false; if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } exitLabel.text = "Cheer up ! Let's go home"; //after 2second call ReturnToTitle function Invoke("ReturnToTitle", 1.5f); } }
// Use this for initialization // Update is called once per frame void Update() { lifepanel.UpdateLife(user.getLife()); if (ene1 == null && ene2 == null) { Instantiate(win, loc.position, loc.rotation); } if (player == null) { Instantiate(lose, loc.position, loc.rotation); } }
// Update is called once per frame void Update() { //ライフの表示 lifePanel.UpdateLife(controller.Life()); //スコアの表示 scoreLabel.text = "Score : " + score; //エスケープキーでゲーム終了 if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); } }
public void Update() { // 스코어 레이블을 업데이트 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; // whenever score is increased more, the speed for character will be faster ! if (score >= 200 && score <= 400 && score_set_once == false) { player.speedZ += 3; score_set_once = true; } else if (score > 400 && score <= 700 && score_set_once == true) { player.speedZ += 2; score_set_once = false; } else if (score > 700 && score <= 1100 && score_set_once == false) { player.speedZ += 2; score_set_once = true; } else if (score > 1100 && score <= 1500 && score_set_once == true) { player.speedZ += 1; score_set_once = false; } // 라이프 패널을 업데이트 lifePanel.UpdateLife(player.Life()); if (player.Life() <= 0) { AudioSource.PlayClipAtPoint(gameoversound, transform.position);//hyh //이 이후의 업데이트는 멈춘다 enabled = false; if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } int point = PlayerPrefs.GetInt("Point"); PlayerPrefs.SetInt("Point", score / 10 + point); exitLabel.text = "Cheer up ! Let's go home"; //after 2second call ReturnToTitle function Invoke("ReturnToTitle", 1.5f); } }
// Update is called once per frame void Update() { int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; lifePanel.UpdateLife(nejiko.Life()); if (nejiko.Life() <= 0) { enabled = false; Invoke("ReturnToTitle", 2.0f); } }
// Update is called once per frame public void Update() { int score = CalcScore(); scoreText.text = "Score:" + score + "m"; lifePanel.UpdateLife(nejiko.Life()); if (nejiko.Life() <= 0) { enabled = false; if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } Invoke("ReturnToTitle", 2.0f); } }
void Update() { int score = (int)_player.transform.position.z; txtScore.text = score + "m"; _life.UpdateLife(_player.Life); if (_player.Life <= 0) { if (score > PlayerPrefs.GetInt("highScore")) { PlayerPrefs.SetInt("highScore", score); } // 2초후에 title씬으로 이동 Invoke("ReturnToTitle", 2f); } }
public void Update() { //お金更新 int money = nejiko.Money(); moneyLabel.text = "Money: " + money + "$"; //スコア更新 int score = CalcScore(); scoreLabel.text = "Score: " + score + "m"; //ライフパネルを更新 lifePanel.UpdateLife(nejiko.Life()); //ネジ子のライフが0になったらゲームオーバー if (nejiko.Life() <= 0) { //これ以降のUpdateはやめる enabled = false; //ハイスコア更新 if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } //2秒後にReturnToTitleを呼び出す Invoke("ReturnToTitle", 2.0f); } if (nejiko.Position() >= 500.0f) { enabled = false; if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } //2秒後にReturnToTitleを呼び出す Invoke("ReturnToStageSerect", 2.0f); } }
// Update is called once per frame void Update() { int score = CalcScore(); scoreLabel.text = "Score : " + score + " m"; lifePanel.UpdateLife(nejiko.Life()); if (nejiko.Life() <= 0) { enabled = false; // 업데이트 종료 //하이스코어 저장. if (PlayerPrefs.GetInt("HighScore") < score) { PlayerPrefs.SetInt("HighScore", score); } Invoke("ReturnToTitle", 2.0f); // Invoke는 지정한 함수를 일정 시간 뒤에 실행. } }
// Update is called once per frame void Update() { //スコアラベルを更新 int score = CalcScore(); scoreLabel.text = "Score : " + score + "m"; //ライフパネルを更新 lifePanel.UpdateLife(nejiko.Life()); //ねじ子のライフが0になったらゲームオーバー if (nejiko.Life() <= 0) { //これ以降はUpdateは止める enabled = false; //2秒後にReturnToTitleを呼び出す Invoke("ReturnToTitle", 2.0f); } }
void Update() { if (highScore < score) { highScore = score; } highScoreLabel.text = "" + highScore; scoreLabel.text = "" + score; grazeLabel.text = "" + graze.Grazer(); lifePanel.UpdateLife(player.Life()); bombPanel.UpdateBomb(player.Bomb()); enemyTypeLabel.text = "第" + enemy.Type() + "段階"; if (enemy.Type() == 4) { spelName.text = "禁忌:百花繚乱"; } if (enemy.Type() == 5) { spelName.text = "禁忌:春夏秋冬"; } }
void Update() { // 점수 업데이트 score = CalcScore() + itemscore; scoreLabel.text = score.ToString(); // 생명 업데이트 lifePanel.UpdateLife(player.Life()); // 생명 개수 0 되거나 떨어지면 게임 종료 if (player.Life() <= 0 || player.transform.position.y < 0) { // 더이상 업데이트 안함 enabled = false; // 하이스코어 업데이트 if (highscore < score) { highscore = score; } loadEnd(); } }
// Update is called once per frame void Update() { int score = CalcScore(); scoreLabel.text = "Score: " + score + "m"; lifePanel.UpdateLife(nejiko.Life()); // ライフが 0 になったらゲームオーバー if (nejiko.Life() <= 0) { // Update処理を止める enabled = false; // ハイスコアを PlayerPrefs に保存 if (score > PlayerPrefs.GetInt("HighScore")) { PlayerPrefs.SetInt("HighScore", score); } // 2秒待ち、タイトルへ戻す。 Invoke関数により遅延実行 Invoke("ReturnToTitle", 2.0f); } }
void Update() { lifePanel1.UpdateLife(Player1.Life()); lifePanel2.UpdateLife(Player2.Life()); }
// Update is called once per frame void Update() { lifePanel.UpdateLife(unitychan.Life()); }
// Update is called once per frame public void Update() { lifePanel.UpdateLife(ship.Life()); }