ajout des fonctionnalité des boutons + ajout de la condition de défaite fonctionnelle

This commit is contained in:
Baptiste 2023-09-30 15:25:18 -04:00
parent 2d2cfecbc4
commit e25b7da389
7 changed files with 597 additions and 294 deletions

View File

@ -1,5 +1,238 @@
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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ReloadSceneButton : MonoBehaviour
{
public void ReloadCurrentScene()
{
string currentSceneName = SceneManager.GetActiveScene().name;
SceneManager.LoadScene(currentSceneName);
}
}

View File

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : MonoBehaviour
{
public void LoadSceneByName(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}

View File

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@ -5,11 +5,12 @@ using UnityEngine;
public class VictoryDefeat : MonoBehaviour
{
public List<Opponent> _opponents = new List<Opponent>();
private bool _wavesEnd = false;
public Canvas victoryCanvas;
public Canvas defeatCanvas;
public const float positionLoseLimit = -10.0f;
void Start()
@ -20,17 +21,21 @@ public class VictoryDefeat : MonoBehaviour
void Update()
{
//J'estime que l'on gagne si les vagues sont finies et qu'il n'y a plus de monstres (à modifier dans le cas c'est pas ça)
if(_wavesEnd && _opponents.Count == 0) {
List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
//I believe that we win if the waves are finished and there are no more monsters (to be modified in the case that's not it)
if(_wavesEnd && opponentsList.Count == 0) {
victoryCanvas.gameObject.SetActive(true);
//win !
}
//J'estime que l'on perd si un des ennemis arrive derrière notre ligne de défense (à modifier dans le cas c'est pas ça)
foreach (Opponent opponent in _opponents)
//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
foreach (Opponent opponent in opponentsList)
{
if (opponent.transform.position.x < -10.0f)
if (opponent.transform.position.x < positionLoseLimit)
{
defeatCanvas.gameObject.SetActive(true);
//lose :(
@ -39,19 +44,4 @@ public class VictoryDefeat : MonoBehaviour
}
public List<Opponent> Opponents
{
get { return _opponents; }
}
public void AddOpponent(Opponent opponent)
{
_opponents.Add(opponent);
}
public void RemoveOpponent(Opponent opponent)
{
_opponents.Remove(opponent);
}
}