GameOver Overlay ist komplett fertig und funktional, später ggf. noch änderungen an info.Text
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[SerializeField] public float timer;
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[SerializeField] TMP_Text deathTime;
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[SerializeField] TMP_Text infoText;
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[SerializeField] public bool recentDeath;
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[SerializeField] TMP_Text costText;
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[SerializeField] int cost;
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//[SerializeField] public bool recentDeath; //discaraded
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[SerializeField] public bool timerOn;
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public float etwas;
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public float zeit;
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@@ -39,39 +41,47 @@ public class GameOver : MonoBehaviour
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void Start()
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{
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recentDeath = false; //Eigentlicher Wert
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timer = 10f;
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inventory.Gems = 599;
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deathPanel.SetActive(false);
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recentDeath = true; //ZUM TESTEN
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timer = 0;
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}
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void Update()
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{
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if (recentDeath)
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{
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ShowDeathScreen();
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CheckDeathTime();
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}
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//if (Time.timeScale == 1)
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//{
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//{
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// Debug.Log("The game should be paused now.");
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//}
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}
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public void ShowDeathScreen()
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{
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//Time.timeScale = 0;
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timerOn = true;
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timer = 10f;
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deathPanel.SetActive(true);
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infoText.text = "Try again?";
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infoText.text = inventory.Gems.ToString(); //ZUM DEBUGGEN
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costText.text = cost.ToString(); //ZUM DEBUGGEN
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CheckDeathTime();
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//OPTION INS MAINMENUE ZURÜCKZUKEHREN
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}
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public void GiveNewChance()
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{
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if (inventory.Gems > 100)
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if (inventory.Gems >= cost)
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{
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NewChance();
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inventory.Gems -= 100;
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inventory.Gems -= cost;
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Debug.Log(inventory.Gems);
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timerOn = false;
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timer = 10f;
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}
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else //EINBAUEN, DASS MAN DORT GEMS KAUFEN KANN
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@@ -82,7 +92,6 @@ public class GameOver : MonoBehaviour
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public void StopBothering()
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{
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recentDeath = false;
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Time.timeScale = 1; //UNSICHER OB LADEN VON SCENE DEN WERT AUTO. AUF 1 SETZT
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Debug.Log("Jetzt würdest du wieder in die MainMenueScene geschmissen werden");
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//SceneManager.LoadSceneAsync(0); //MUSS AM ENDE WIEDER EINGEBAUT WERDEN
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@@ -98,6 +107,9 @@ public class GameOver : MonoBehaviour
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inventory.Energy += battery.addEnergyValue;
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}
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deathPanel.SetActive(false);
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//Time.timeScale = 1;
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//Logik: bei Retry, soll der Player nochmal neue Energie bekommen
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}
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@@ -106,20 +118,23 @@ public class GameOver : MonoBehaviour
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{
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if(timerOn == true)
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{
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timer = 10;
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zeit -= Time.deltaTime;
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timer += zeit - Time.deltaTime;
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deathTime.text = Convert.ToInt32(zeit + timer).ToString();
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deathTime.text = Convert.ToInt32(timer).ToString();
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if (zeit >= timer)
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if (timer <= 0.0f)
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{
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recentDeath = false;
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StopBothering();
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timerOn = false;
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timer = 10f;
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}
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}
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}
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public void CalculateCost()
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{
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cost = healthScript.deathCounter * 100;
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}
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}
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@@ -6,6 +6,8 @@ public class ChangeHealth : MonoBehaviour
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{
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[Header("UI and HUD")]
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[SerializeField] public int deathCounter;
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[SerializeField] GameObject panel;
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[SerializeField] TMP_Text healthHUD;
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[SerializeField] public int standardHealth = 3;
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@@ -24,6 +26,7 @@ public class ChangeHealth : MonoBehaviour
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void Start()
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{
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deathCounter = 0;
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inventory.Health = standardHealth;
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Debug.Log(inventory.Health);
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}
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@@ -32,10 +35,7 @@ public class ChangeHealth : MonoBehaviour
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{
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healthHUD.text = inventory.Health.ToString();
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if (inventory.Health <= 0)
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{
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Die();
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}
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}
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public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN
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@@ -47,15 +47,23 @@ public class ChangeHealth : MonoBehaviour
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Debug.Log("Ouch, you bastard.");
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if (inventory.Health <= 0)
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{
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Die();
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}
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}
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public void Die()
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{
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deathCounter++;
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Debug.Log(deathCounter);
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end.CalculateCost();
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//Time.timeScale = 0; //Wieder umlegen
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end.recentDeath = true;
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end.ShowDeathScreen();
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Debug.Log("rest in pizza");
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}
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@@ -4,6 +4,10 @@ using UnityEngine;
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public class InventoryData
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{
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//vielleicht standardHealth, standardEnergy einbauen
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// energy
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public int energy;
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8
Assets/_Recovery.meta
Normal file
8
Assets/_Recovery.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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2290
Assets/_Recovery/0.unity
Normal file
2290
Assets/_Recovery/0.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/_Recovery/0.unity.meta
Normal file
7
Assets/_Recovery/0.unity.meta
Normal file
@@ -0,0 +1,7 @@
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Reference in New Issue
Block a user