public void ShowResultPanel(StateEndGame stateEndGame) { _resultPanel.gameObject.SetActive(true); if (stateEndGame == StateEndGame.ShellsRunOut) { _resultPanel.SetTextStatusShell(); } else { _resultPanel.SetTextStatusCharacter(stateEndGame); } }
public void SetTextStatusCharacter(StateEndGame stateEndGame) { _textStatusCharacter.gameObject.SetActive(true); if (stateEndGame == StateEndGame.AllEnemiesFell) { _textStatusCharacter.text = "Victory! All enemies are defeated"; } else if (stateEndGame == StateEndGame.AllFriendsFell) { _textStatusCharacter.text = "Nooooo! We accidentally pushed our friends down :("; _buttonNext.gameObject.SetActive(false); } }
public void SetEndMessage(StateEndGame sg, int idPlayer) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; switch (sg) { case StateEndGame.All_Dead: EndMessage.text = controller.lc.GetLocalizedValue("end_all_dead"); break; case StateEndGame.One_Alive: EndMessage.text = controller.lc.GetLocalizedValue("end_one_alive").Replace("${player}", idPlayer.ToString()); break; case StateEndGame.Won: EndMessage.text = controller.lc.GetLocalizedValue("end_won"); break; } }
public void IncreaseNumerDiedCharacter(TypeCharacter typeCharacter) { StateEndGame stateEndGame = 0; if (typeCharacter == TypeCharacter.Enemy) { _countEnemy -= 1; if (_countEnemy == 0) { stateEndGame = StateEndGame.AllEnemiesFell; StartCoroutine(ShowResult(stateEndGame)); } } else { _countFrend -= 1; if (_countFrend == 0) { stateEndGame = StateEndGame.AllFriendsFell; StartCoroutine(ShowResult(stateEndGame)); } } }
private IEnumerator ShowResult(StateEndGame stateEndGame) { yield return(new WaitForSeconds(3)); _ui.ShowResultPanel(stateEndGame); }