1 using UnityEngine;
2 using
System.Collections;
3 using
UnityEngine.UI;
4 using
UnityEngine.SceneManagement;
5
6 public
class UIgame : MonoBehaviour
7 {
8     SoundManager sounds;
9     
int score;//actual score
10     
int maximumScore;
11     
public static bool scoreAchived;
12
13     
public Text scoreText;
14     
public Text informationText;
15     
public Text muteText;
16
17     
public GameObject PauseScreen;
18     
public GameObject OptionsScreen;
19     
public GameObject GameScreen;
20     
public GameObject FailScreen;
21     
public GameObject WinScreen;
22
23     
public Sprite[] hearts;
24     
public Image lifeBar;
25
26     
void Awake ()
27     {
28         sounds = GameObject.FindObjectOfType<SoundManager>();
29     }
30
31     
void Start()
32     {
33         
if (SystemScr.difficultyIsHard)
34             maximumScore =
2000;
35         
else
36             maximumScore =
1000;
37
38         scoreText.text = score +
"/" + maximumScore;
39         scoreAchived =
false;
40
41         
if (SystemScr.mute)
42             muteText.text =
"ON";
43     }
44
45     
public void IncreaseScore(int _score)
46     {
47         score += _score;
48         scoreText.text = score +
"/" + maximumScore;
49         ShowInformation(
"+"+_score.ToString());
50
51         
if (score >= maximumScore)
52         {
53             scoreAchived =
true;
54         }
55
56     }
57
58     
//drop fail screen when lives = 0
59     
public void ShowLives(int lives)
60     {
61         
if (lives <= 0)
62         {
63             lifeBar.enabled =
false;
64             FailScreen.SetActive(
true);
65             
return;
66         }
67         
else
68             lifeBar.sprite = hearts[lives -
1];
69     }
70
71     
//boss die
72     
public void Win()
73     {
74         GameObject.Find(
"Player").SetActive(false); ;
75         StartCoroutine(
"WinRoutine");
76     }
77
78     IEnumerator WinRoutine()
79     {
80         
yield return new WaitForSeconds(1);
81         WinScreen.SetActive(
true);
82     }
83
84     
public void ShowInformation(string info)
85     {
86         informationText.text = info;
87         StopCoroutine(
"ShowInfoForSomeTime");
88         StartCoroutine(
"ShowInfoForSomeTime");
89     }
90
91     IEnumerator ShowInfoForSomeTime()
92     {
93         informationText.enabled =
true;
94         
yield return new WaitForSeconds(1);
95         informationText.enabled =
false;
96     }
97
98
99     
//BUTTONS METHODS
100     
public void Pause_btn()
101     {
102         
if (SystemScr.paused)
103         {
104             Resume_btn();
105         }
106         
else
107         {
108             sounds.PlaySoundsUI(
false);
109
110             SystemScr.Pause(
true);
111             GameScreen.SetActive(
false);
112             PauseScreen.SetActive(
true);
113         }
114     }
115
116     
public void Resume_btn()
117     {
118         sounds.PlaySoundsUI(
false);
119
120         SystemScr.Pause(
false);
121         GameScreen.SetActive(
true);
122         PauseScreen.SetActive(
false);
123         OptionsScreen.SetActive(
false);
124     }
125
126     
public void Options_btn()
127     {
128         sounds.PlaySoundsUI(
true);
129
130         OptionsScreen.SetActive(
true);
131     }
132
133     
public void ExitFromPauseToMainMenu_btn()
134     {
135         SystemScr.Pause(
false);
136         SceneManager.LoadScene(
"MenuScene");
137     }
138
139     
public void ExitFromOptions_btn()
140     {
141         sounds.PlaySoundsUI(
true);
142
143         OptionsScreen.SetActive(
false);
144     }
145
146     
public void Mute_btn()
147     {
148         
if (SystemScr.mute)
149         {
150             sounds.PlaySoundsUI(
true);
151             
152             muteText.text =
"OFF";
153             SystemScr.mute =
false;
154
155             sounds.PlayMusic(
true);
156         }
157         
else
158         {
159             muteText.text =
"ON";
160             SystemScr.mute =
true;
161
162             sounds.PlayMusic(
false);
163         }
164     }
165
166     
public void Retry_btn()
167     {
168         SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
169     }
170 }


int score;actual score

drop fail screen when lives = 0

boss die

BUTTONS METHODS




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