using System; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UIElements; using static UnityEngine.Rendering.DebugUI; public class GameOver : MonoBehaviour { [Header("UI and HUB")] [SerializeField] GameObject deathPanel; private float duration = 4f; [SerializeField] float timer; [SerializeField] TMP_Text deathTime; [SerializeField] bool recentDeath; [Header("ScriptPile")] [SerializeField] GameObject scriptPile; InventoryScript inventory; ChangeHealth healthScript; HandleEnergy battery; private void Awake() { inventory = scriptPile.GetComponent(); healthScript = scriptPile.GetComponent(); battery = scriptPile.GetComponent(); } void Start() { deathPanel.SetActive(false); recentDeath = true; timer = 10; } void Update() { if (recentDeath) { deathTime.text = Convert.ToInt32(timer -= Time.deltaTime).ToString(); if(timer >= 0) { StopBothering(); } } else { StopBothering(); } } public void ShowDeathScreen() { deathPanel.SetActive(true); } public void StopBothering() { recentDeath = false; Time.timeScale = 1; //UNSICHER OB LAden VON SCENE DEN WERT AUTO. AUF 1 SETZT SceneManager.LoadSceneAsync(0); } public void NewChance() { inventory.Health = healthScript.standardHealth; if (battery.standardEnergy <= (inventory.Energy + battery.addEnergyValue)) { inventory.Energy += battery.addEnergyValue; } } }