// Update is called once per frame void Update() { if (trigger.getPoint() == true) { updateUI.updateScore(); updateUI.UpdateCoinsLeft(); trigger.setPoint(false); } if (trigger.getPowerState() == true) { timeleft += Time.deltaTime; print("Time Left: " + timeleft); updateUI.UpdateTime(powerUpduration - timeleft); if (timeleft >= powerUpduration) { trigger.setPowerStat(false); timeleft = 0; } } if (trigger.isDeadState() == true) { print("Player is dead"); endScreen.SetActive(enabled); } }
// Update is called once per frame void Update() { //d Debug.Log("getpoint() = true"); if (trigger.getPoint() == true) //when player gets a point { updateUI.updateScore(); updateUI.UpdateCoinsLeft(); trigger.setPoint(false); } // Debug.Log("getpoint successful"); if (trigger.getPowerState() == true) //when player has a power up, set a count down { timeleft += Time.deltaTime; // updateUI.UpdateTime( powerUpduration - timeleft); updateUI.UpdateEnergyBar(powerUpduration - timeleft, powerUpduration); if (timeleft >= powerUpduration) { trigger.setPowerStat(false); timeleft = 0; } if (timeleft <= powerUpduration && trigger.getResetPowerup() == true) { timeleft = 0; trigger.setResetPowerup(false); } } if (trigger.isDeadState() == true) //when player is dead, game over screen activates { // print("Player is dead"); GameOverScreen.SetActive(true); Time.timeScale = 0; if (controltype.getVibration()) { Debug.Log("Vibrate"); Handheld.Vibrate(); } } if (updateUI.PlayerWins == true && end == false) //when player wins, stops game from running { //GetComponent<CanvasManager>().disablePauseMenu(); WinScreen.SetActive(true); timetext.text = "Time Taken: " + TimeTaken.ToString("0.00"); end = true; Time.timeScale = 0; } TimeTaken += Time.deltaTime; //time taken throughout the game }
// Update is called once per frame void Update() { if (trigger.getPoint() == true) //when player gets a point { updateUI.updateScore(); updateUI.UpdateCoinsLeft(); trigger.setPoint(false); } if (trigger.getPowerState() == true) //when player has a power up, set a count down { timeleft += Time.deltaTime; // updateUI.UpdateTime( powerUpduration - timeleft); updateUI.UpdateEnergyBar(powerUpduration - timeleft, powerUpduration); if (timeleft >= powerUpduration) { trigger.setPowerStat(false); timeleft = 0; } if (timeleft <= powerUpduration && trigger.getResetPowerup() == true) { timeleft = 0; trigger.setResetPowerup(false); } } if (trigger.isDeadState() == true) //when player is dead, recieving end screen alert { print("Player is dead"); endScreen.SetActive(true); Time.timeScale = 0; /* * if (controltype.getVibration()) * { * Handheld.Vibrate(); * } */ } if (updateUI.PlayerWins == true && end == false) { WinScreen.SetActive(true); timetext.text = "Time Taken: " + TimeTaken.ToString("0.00"); end = true; Time.timeScale = 0; } TimeTaken += Time.deltaTime; //time taken throughout the game }