// Update is called once per frame void Update() { NewPoint(); if (Score > 0) { Time.timeScale = 1f; TimeLeft -= Time.deltaTime; float Display = Mathf.Round(TimeLeft); //TimeLeft = (float)Math.Round(TimeLeft, 2); Timer.GetComponent <TextMeshProUGUI>().text = Display.ToString(); } if (TimeLeft <= 0.0f) { Time.timeScale = 0f; GameDisplay.SetActive(false); ScoreDisplay.SetActive(true); ScoreObject.GetComponent <TextMeshProUGUI>().text = "Score: " + Score; if (!adShown) { Advertisement.Show(); adShown = true; } } }
// Update is called once per frame void FixedUpdate() { // If the user is the server tell all other users what colour this player should be if (isServer) { RpcColour(_colour); } // Versus if (Mode == 1) { // Show individual score and hide player marker ScoreDisplay.SetActive(true); Marker.SetActive(false); } // Single Player / CO-OP else { // Hide individual score and show player marker // There is only 1 score at the top of the screen for these game modes ScoreDisplay.SetActive(false); Marker.SetActive(true); Marker.GetComponent <SpriteRenderer>().sprite = MarkerSprites[_colour]; } // Get the players score and health Score = ScoreDisplay.GetComponent <PlaceController>().Score; Health = Hearts.GetComponent <HeartController>().Health; // Players are continuously spinning transform.localEulerAngles = new Vector3(0.0f, 0.0f, transform.localEulerAngles.z - 2.0f); // If a player recently took damage it becomes invincible for a while Invinc(); // If the player has died or is not in the game hide them OutOfTheWay(); // If this is not the local player ignore the rest of the script if (!isLocalPlayer && !_controller.SinglePlayer) { return; } // Is the player a server or client. If both then just server is true Server = isServer; Client = isClient && !Server; // Move the player Move(); }