void Update() { if (!MyGameManager.pause && !gameOver) { SetCountText(); if (gameOver) { if (manager != null) { StartCoroutine(BackToMainGame()); } else { timer.Finish(); Destroy(FindObjectOfType <SoloPlayerController>().gameObject); StartCoroutine(ScoreScreen()); } } if (reset) { Init(); reset = false; } } }
void OnTriggerEnter2D() { if (openDoor == true) { if (manager != null) { StartCoroutine(BackToMainGame()); } else { timer.Finish(); Destroy(FindObjectOfType <MazeRunner>().gameObject); StartCoroutine(ScoreScreen()); } } }
public void DecreaseCardCount() { _cardsLeft -= 2; if (_cardsLeft <= 0) { if (manager != null) { StartCoroutine(BackToMainGame()); } else { winCanvas.SetActive(true); timer.Finish(); winText.text = "Finished Time: " + timer.GetFormatedTime(); StartCoroutine(ScoreScreen()); } } }
void Update() { if (gameOver) { gameOver = false; gameOverCanvas.SetActive(true); if (manager != null) { StartCoroutine(BackToMainGame()); } else { timer.Finish(); StartCoroutine(ScoreScreen()); } } if (reset) { Init(); } }
void FixedUpdate() { if (!MyGameManager.pause) { if (spawning) { if (Time.time > nextSpawnTime) { int spawnSide = Random.Range(0, 4); float secondsBetweenSpawns = Mathf.Lerp(MIN_TIME, MAX_TIME, Difficulty.GetDifficultyPercent()); nextSpawnTime = Time.time + secondsBetweenSpawns; Vector2 spawnPosition; GameObject obj; switch (spawnSide) { case 0: spawnPosition = new Vector2(Random.Range(topLeft.position.x, topRight.position.x), topLeft.position.y); obj = Instantiate(block, spawnPosition, Quaternion.identity, transform); obj.GetComponent <SoloWaterBalloon>().MovePosition = Vector2.down * 2; break; case 1: spawnPosition = new Vector2(Random.Range(bottomLeft.position.x, bottomRight.position.x), bottomLeft.position.y); obj = Instantiate(block, spawnPosition, Quaternion.Euler(0, 0, 180), transform); obj.GetComponent <SoloWaterBalloon>().MovePosition = Vector2.up * 2; break; case 2: spawnPosition = new Vector2(topLeft.position.x, Random.Range(topLeft.position.y, bottomLeft.position.y)); obj = Instantiate(block, spawnPosition, Quaternion.Euler(0, 0, 90), transform); obj.GetComponent <SoloWaterBalloon>().MovePosition = Vector2.right * 2; break; case 3: spawnPosition = new Vector2(bottomRight.position.x, Random.Range(topRight.position.y, bottomRight.position.y)); obj = Instantiate(block, spawnPosition, Quaternion.Euler(0, 0, -90), transform); obj.GetComponent <SoloWaterBalloon>().MovePosition = Vector2.left * 2; break; } } } if (gameOver) { spawning = false; gameOver = false; gameOverCanvas.SetActive(true); if (manager != null) { StartCoroutine(BackToMainGame()); } else { timer.Finish(); StartCoroutine(ScoreScreen()); } } //This is only for the main game //For solo play changing screens will reset if (reset) { Init(); reset = false; } } }