using UnityEngine; using Assets.Code.Interfaces; namespace Assets.Code.States { public class PlayStateScene1_2 : IStateBase { private StateManager manager; private GameObject player; private PlayerControl controller; public PlayStateScene1_2 (StateManager managerRef) { manager = managerRef; player = GameObject.Find("Player"); controller = player.GetComponent<PlayerControl>(); foreach(GameObject camera in manager.gameDataRef.cameras) { if(camera.name != "Following 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); } if(Input.GetKeyDown(KeyCode.LeftControl)) { controller.FireEnergyPulse(); } } 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 1 for Level 1, State 1")) || Input.GetKeyUp(KeyCode.Alpha1)) { manager.SwitchState(new PlayStateScene1_1(manager)); } GUI.Box(new Rect(Screen.width - 110,10,100,25), string.Format("Lives left: "+ manager.gameDataRef.playerLives)); } } }
52.14.240.252