/// <summary> /// Updates the game over logic /// </summary> void Update() { UpdateAI(); if (m_isGameOver) { UpdateOnGameOver(); } else if (m_network.IsConnectedToLevel()) { if (Input.GetKeyDown(KeyCode.Escape) || forceLoseGame) { m_hasLostGame = true; SetGameOver(true); } else if (forceWinGame) { m_hasLostGame = false; SetGameOver(true); } else { var player = PlayerManager.GetControllablePlayer(); if (player != null && !player.GetComponent <Health>().IsAlive) { m_hasLostGame = true; SetGameOver(true); } } } }
/// <summary> /// Updates the script /// </summary> void Update() { if (!m_network.IsConnectedToLevel()) { GetComponent <UnityEngine.UI.Text>().enabled = true; GetComponent <UnityEngine.UI.Text>().text = "Entering Game" + GetDots(); } else { GetComponent <UnityEngine.UI.Text>().enabled = false; } }
/// <summary> /// Updates the script /// </summary> void Update() { if (!m_network.IsConnectedToLevel()) { GetComponent <UnityEngine.UI.Text>().enabled = true; GetComponent <UnityEngine.UI.Text>().text = m_network.GetNetworkStatus(); } else { GetComponent <UnityEngine.UI.Text>().enabled = false; } }