void Update() { //make sure health isn't greater than numOfHearts if (health > numOfHearts) { health = numOfHearts; } if (health < 0) { health = 0; } if (health <= 0) { // DIE deathbool.isDead = true; //spikebool.isDead = true; foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Spike")) { ObjectFound.GetComponent <EnemyPace>().isDead = true; } animator.SetTrigger("Isdead"); PlayerPrefs.SetInt("SavedScene", SceneManager.GetActiveScene().buildIndex); PlayerPrefs.SetInt("Health", 3); StartCoroutine(Lose()); } for (int i = 0; i < hearts.Length; i++) { //change sprites to empty or full if (i < health) { hearts[i].sprite = fullHeart; } else { hearts[i].sprite = emptyHeart; } if (i < numOfHearts) { hearts[i].enabled = true; } else { hearts[i].enabled = false; } } }
public void CreateMaterialArray() { foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Candles")) { //Do something to ObjectFound, like this: MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material; i++; ObjectFound.GetComponent <Renderer>().material = highlightMaterial; } foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("HumanMat")) { //Do something to ObjectFound, like this: MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material; i++; ObjectFound.GetComponent <Renderer>().material = highlightMaterial; } foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("LightSource")) { //Do something to ObjectFound, like this: MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material; i++; ObjectFound.GetComponent <Renderer>().material = highlightMaterial; } foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("OtherL")) { //Do something to ObjectFound, like this: MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material; i++; ObjectFound.GetComponent <Renderer>().material = highlightMaterial; } foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("TV")) { //Do something to ObjectFound, like this: MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material; i++; ObjectFound.GetComponent <Renderer>().material = highlightMaterial; } i = 0; }
/// Change visibility of AR planes and particles public void SetInvisible(bool value) { // Set render material color if (value) { m_ARPlaneManager.planePrefab.GetComponent <MeshRenderer> ().materials = meshMats; m_ARPlaneManager.planePrefab.GetComponent <LineRenderer> ().materials = lineMats; } else { m_ARPlaneManager.planePrefab.GetComponent <MeshRenderer> ().materials = new Material[] { }; m_ARPlaneManager.planePrefab.GetComponent <LineRenderer> ().materials = new Material[] { }; } // Update render materials for all Planes and Particles foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("ARPlane")) { if (!value) { ObjectFound.GetComponent <MeshRenderer>().materials = new Material[] { }; ObjectFound.GetComponent <LineRenderer>().materials = new Material[] { }; } else { ObjectFound.GetComponent <MeshRenderer>().materials = meshMats; ObjectFound.GetComponent <LineRenderer>().materials = lineMats; } } foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("ARParticle")) { if (!value) { particleColor = ObjectFound.GetComponent <ParticleSystem>().startColor; ObjectFound.GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f, 0f); } else { ObjectFound.GetComponent <ParticleSystem>().startColor = particleColor; } } }
//public MusicManager mm; void Start() { //COMMENT OUT THIS LINE IF YOU AREN'T STARTING FROM MAIN MENU List <GameObject> spikes = new List <GameObject>(); List <GameObject> platforms = new List <GameObject>(); health = PlayerPrefs.GetInt("Health"); vignette.enabled = false; GameObject g = GameObject.FindGameObjectWithTag("Player"); deathbool = g.GetComponent <PlayerMovement>(); deathbool.isDead = false; foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Spike")) { ObjectFound.GetComponent <EnemyPace>().isDead = false; } GameObject l = GameObject.FindGameObjectWithTag("canvas"); deathMenu = l.GetComponent <loseMenu>(); deathMenu.loseMusic = loseMusic; }