2018-04-22 12:07:55 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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2018-04-23 11:50:24 +00:00
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using UnityEngine.SceneManagement;
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2018-04-22 12:07:55 +00:00
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public class GameStatus : MonoBehaviour {
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public int money = 0;
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public int lives = 10;
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2018-04-23 11:50:24 +00:00
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public int[] towerCosts = new int[] { 0, 0, 0 };
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2018-04-23 18:09:13 +00:00
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public GameObject moneyTextObject = null;
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2018-04-23 11:50:24 +00:00
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private SongData songData;
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2018-04-22 12:07:55 +00:00
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private Text moneyText;
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2018-04-23 11:50:24 +00:00
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private bool gameOver;
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2018-04-22 12:07:55 +00:00
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void Start()
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{
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moneyText = moneyTextObject.GetComponent<Text>();
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2018-04-23 11:50:24 +00:00
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songData = GetComponent<SongData>();
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2018-04-22 12:07:55 +00:00
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}
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void Update()
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{
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2018-04-23 11:50:24 +00:00
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if (moneyText != null)
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{
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moneyText.text = money.ToString();
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}
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if (lives <= 0 && !gameOver)
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{
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GameOver();
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}
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else if(gameOver)
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{
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GameObject.FindGameObjectWithTag("Score").GetComponent<Text>().text = "You survived " + songData.songTime.ToString("0.0") + " seconds.";
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Destroy(gameObject);
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}
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}
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void GameOver()
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{
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gameOver = true;
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DontDestroyOnLoad(gameObject);
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foreach(Transform child in transform)
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{
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Destroy(child.gameObject);
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}
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Time.timeScale = 0;
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GetComponent<AudioSource>().Stop();
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SceneManager.LoadScene("Over");
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2018-04-22 12:07:55 +00:00
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}
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public void EnemyFinishedPath(GameObject enemy)
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{
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lives -= enemy.GetComponent<EnemyStatus>().livesCost;
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Destroy(enemy);
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}
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}
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