Also fixed visual pickup bugs Sets up bloom effects and materials UI and ux adjustments/polish
56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
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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using TMPro;
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public class UIManager : MonoBehaviour
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{
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public TextMeshProUGUI playerHealthLabel;
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public GameObject gameOverPanel;
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public TextMeshProUGUI scoreLabel;
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public TextMeshProUGUI waveLabel;
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public GameObject healthContainer;
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public Image healthBar;
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public Button restartButton;
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public Button scoreboardButton;
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private GameManager gameManager;
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// Start is called before the first frame update
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void Start()
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{
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gameManager = FindObjectOfType<GameManager>();
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}
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// Update is called once per frame
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void Update()
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{
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healthBar.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, gameManager.player.health * 3);
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//round player health
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playerHealthLabel.text = "Health: " + Mathf.Round(gameManager.player.health).ToString();
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scoreLabel.text = "Score: " + Mathf.Round(gameManager.score).ToString();
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waveLabel.text = "Wave: " + (gameManager.overallWave + 1).ToString();
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if (gameManager.player.health <= 0)
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{
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Debug.Log("Game Over");
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gameOverPanel.SetActive(true);
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restartButton.gameObject.SetActive(true);
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scoreboardButton.gameObject.SetActive(true);
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}
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if (gameManager.player.health <= 15)
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{
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//play animation on healthContainer
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healthContainer.GetComponent<Animation>().Play();
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}
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}
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}
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