// Method for when the buy button on the customise screen is pressed public void BuyButton() { // If player has enough gold, minus the gold and update car data and text data if (MainMenuScirpt.gold >= carsDetailsArray[currentCarPosition].price) { MainMenuScirpt.SetGold(MainMenuScirpt.GetGold() - carsDetailsArray[currentCarPosition].price); carsDetailsArray[currentCarPosition].unlocked = true; UpdateCarData(); UpdateText(); } }
// Method called when the game is over public void EndGameScreenDisplay() { FadeCameraToBlack(); Vector3 oldPosition = LevelScoreText.GetComponent <RectTransform>().localPosition; Vector3 newPosition = new Vector3(oldPosition.x, 90, oldPosition.z); LevelScoreText.GetComponent <RectTransform>().localPosition = Vector3.Lerp(oldPosition, newPosition, 2); // Show end canvas and stop generation endGameCanvas.SetActive(true); // Set end score and end gold text endScoreText.text = Mathf.RoundToInt(levelScore).ToString(); endGoldText.text = Mathf.RoundToInt(levelScore).ToString(); // Add gold to players playerprefs MainMenuScirpt.SetGold(MainMenuScirpt.GetGold() + Mathf.RoundToInt(levelScore)); // Set game to end and levelscore text to empty gameEnded = true; }