using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GameManager : MonoBehaviour { //references public GameObject gameOverCanvas; public GameObject score; public GameObject getReadyImg; public GameObject pauseBtn; public Animator blackFadeAnim; public static Vector2 bottomLeft; //game states public static bool gameOver; public static bool gameHasStarted; public static bool gameIsPaused; public Text panelScore; public static int gameScore; int drawScore; private void Awake() { bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); } // Start is called before the first frame update void Start() { gameOver = false; gameHasStarted = false; gameIsPaused = false; } public void GameHasStarted() { gameHasStarted = true; score.SetActive(true); getReadyImg.SetActive(false); pauseBtn.SetActive(true); } public void GameOver() { gameOver = true; gameScore = score.GetComponent().GetScore(); score.SetActive(false); Invoke("ActivateGameOverCanvas", 1); pauseBtn.SetActive(false); } void ActivateGameOverCanvas() { AudioManager.audiomanager.Play("die"); gameOverCanvas.SetActive(true); } public void OnOKBtnPressed() { AudioManager.audiomanager.Play("transition"); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } public void OnMenuBtnPressed() { AudioManager.audiomanager.Play("transition"); //SceneManager.LoadScene("Menu"); blackFadeAnim.SetTrigger("fadeIn"); } public void DrawScore() { if(drawScore <= gameScore) { panelScore.text = drawScore.ToString(); drawScore++; Invoke("DrawScore", 0.05f); } } }