deathScreen and timer

This commit is contained in:
dart 2022-04-03 13:59:27 +03:00
parent 741df197b7
commit 0eabe14ee2
12 changed files with 848 additions and 10 deletions

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@ -11,6 +11,7 @@ public class Character : MonoBehaviour
[SerializeField] private float moveSpeed;
[SerializeField] private GameObject characterSprite;
[SerializeField] private Animator characterAnimator;
[SerializeField] private GameObject mainCamera;
private float horInpt;
private float verInpt;
@ -54,6 +55,15 @@ void Update()
characterAnimator.SetBool("IsRun", true);
transform.position += new Vector3(0,verInpt * moveSpeed,0);
}
MoveCamera();
}
private void MoveCamera()
{
mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
}
public StatReturn GetStats()
@ -71,4 +81,9 @@ public void ApplyDamage(float damage)
{
health -= damage;
}
public float GetHealth()
{
return health;
}
}

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@ -10,8 +10,10 @@ public class DebugUI : MonoBehaviour
[SerializeField] private Text characterHealthText;
[SerializeField] private Text characterDamageText;
[SerializeField] private Text timerText;
[SerializeField] private Character character;
[SerializeField] private Gameplay gameplay;
// Start is called before the first frame update
@ -29,6 +31,8 @@ void Update()
characterHealthText.text = "health = " + characterStats.Health;
characterDamageText.text = "damage = " + characterStats.Damage;
timerText.text = "timer = " + gameplay.GetTimer();
}
}

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@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gameplay : MonoBehaviour
{
[SerializeField] private GameObject character;
private Character _characterCharacterClass;
[SerializeField] private GameObject overMind;
[SerializeField] private float timeOnStart;
[SerializeField] private GameObject DeathScreen;
private float _time;
private GameStates _curGameState;
public enum GameStates
{
Game,
GameOver,
NewAbility
}
// Start is called before the first frame update
void Start()
{
_curGameState = GameStates.Game;
_time = timeOnStart;
_characterCharacterClass = character.GetComponent<Character>();
}
// Update is called once per frame
void Update()
{
if (_time < 0 || _characterCharacterClass.GetHealth() <= 0)
{
_curGameState = GameStates.GameOver;
}
if (_curGameState == GameStates.Game)
{
_time -= Time.deltaTime;
}
if (_curGameState == GameStates.GameOver)
{
character.SetActive(false);
overMind.SetActive(false);
DeathScreen.SetActive(true);
}
}
public float GetTimer()
{
return _time;
}
}

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