using UnityEngine;
using System.Collections;
using Assets.Code.Interfaces;
namespace Assets.Code.States
{
public class PlayStateScene1_1 : IStateBase
{
private StateManager manager;
private GameObject player;
public PlayStateScene1_1 (StateManager managerRef)
{
manager = managerRef;
if(Application.loadedLevelName != "Scene1")
Application.LoadLevel("Scene1");
player = GameObject.Find("Player");
player.rigidbody.isKinematic = false;
foreach(GameObject camera in manager.gameDataRef.cameras)
{
if(camera.name != "LookAt Camera")
camera.SetActive(false);
else
camera.SetActive(true);
}
}
public void StateUpdate()
{
if(manager.gameDataRef.playerLives <= 0)
{
manager.SwitchState(new LostStateScene1(manager));
manager.gameDataRef.ResetPlayer();
player.rigidbody.isKinematic = true;
player.transform.position = new
Vector3(50, .5f, 40);
}
if(manager.gameDataRef.score >= 2)
{
manager.SwitchState(new WonStateScene1(manager));
player.rigidbody.isKinematic = true;
player.transform.position = new
Vector3(50, .5f, 40);
}
}
public void ShowIt()
{
GUI.Box(new Rect(10,10,100,25),
string.Format("Score: "+ manager.gameDataRef.score));
if(GUI.Button(new
Rect(Screen.width/2 - 130, 10, 260, 30),
string.Format("Click here or Press 2 for
Level 1, State 2"))
|| Input.GetKeyUp(KeyCode.Alpha2))
{
manager.SwitchState(new PlayStateScene1_2(manager));
}
GUI.Box(new Rect(Screen.width - 110,10,100,25),
string.Format("Lives left: "+ manager.gameDataRef.playerLives));
}
}
}
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