HUSSEIN SHKAKE

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السُّمعة بالموقع

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  1. استبدله الكود كله وي هذا رح يشتغل using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class LevelManager : MonoBehaviour { public float waitToRespawn; public PlayerController thePlayer; public GameObject deathSplosion; public int coinCount; public Text CoinText; public Image heart1; public Image heart2; public Image heart3; public Sprite heartFull; public Sprite heartHalf; public Sprite heartEmpty; public int maxHealth; public int healthCount; private bool respawning; public ResetOnRespawn[] objectsToReset; // Use this for initialization void Start () { thePlayer = FindObjectOfType<PlayerController>(); CoinText.text = "Coins: " + coinCount; healthCount = maxHealth; objectsToReset.Add( FindObjectOfType <ResetOnRespawn> ()); } // Update is called once per frame void Update () { if(healthCount <= 0 && !respawning) { Respawn(); respawning = true; } } public void Respawn() { StartCoroutine("RespawnCo"); } public IEnumerator RespawnCo() { thePlayer.gameObject.SetActive(false); Instantiate(deathSplosion, thePlayer.transform.position, thePlayer.transform.rotation); yield return new WaitForSeconds(waitToRespawn); healthCount = maxHealth; respawning = false; UpdateHeartMeter(); thePlayer.transform.position = thePlayer.respawnPosition; thePlayer.gameObject.SetActive(true); } public void AddCoins(int CoinsToAdd) { coinCount += CoinsToAdd; CoinText.text = "Coins: " + coinCount; } public void HurtPlayer(int damageToTake) { healthCount -= damageToTake; UpdateHeartMeter(); } public void UpdateHeartMeter() { switch(healthCount) { case 6: heart1.sprite = heartFull; heart2.sprite = heartFull; heart3.sprite = heartFull; return; case 5: heart1.sprite = heartFull; heart2.sprite = heartFull; heart3.sprite = heartHalf; return; case 4: heart1.sprite = heartFull; heart2.sprite = heartFull; heart3.sprite = heartEmpty; return; case 3: heart1.sprite = heartFull; heart2.sprite = heartHalf; heart3.sprite = heartEmpty; return; case 2: heart1.sprite = heartFull; heart2.sprite = heartEmpty; heart3.sprite = heartEmpty; return; case 1: heart1.sprite = heartHalf; heart2.sprite = heartEmpty; heart3.sprite = heartEmpty; return; case 0: heart1.sprite = heartEmpty; heart2.sprite = heartEmpty; heart3.sprite = heartEmpty; return; default: heart1.sprite = heartEmpty; heart2.sprite = heartEmpty; heart3.sprite = heartEmpty; return; } } }