Add Game Over screen and count down clock for game time
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10 changed files with 934 additions and 9 deletions
45
Assets/Scripts/UI/GameOverUI.cs
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45
Assets/Scripts/UI/GameOverUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class GameOverUI : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI recipesDeliveredText;
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private void Start()
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{
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GameStateManager.Instace.OnStateChanged += GameStateManager_OnStateChanged;
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Hide();
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}
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private void GameStateManager_OnStateChanged(object sender, System.EventArgs e)
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{
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if (GameStateManager.Instace.IsGameOver())
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{
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recipesDeliveredText.text = DeliveryManager.Instance.GetSuccessfulRecipesAmount().ToString();
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Show();
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}
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else
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{
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Hide();
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}
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}
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private void Show()
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{
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gameObject.SetActive(true);
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}
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private void Hide()
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{
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gameObject.SetActive(false);
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}
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}
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11
Assets/Scripts/UI/GameOverUI.cs.meta
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11
Assets/Scripts/UI/GameOverUI.cs.meta
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fileFormatVersion: 2
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guid: 013706d69218eaf4c8846347c7623231
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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19
Assets/Scripts/UI/GamePlayingClockUI.cs
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Assets/Scripts/UI/GamePlayingClockUI.cs
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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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public class GamePlayingClockUI : MonoBehaviour
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{
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[SerializeField] private Image timerImage;
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private void Update()
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{
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if (GameStateManager.Instace.IsGamePlaying())
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{
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timerImage.fillAmount = GameStateManager.Instace.GetGamePlayingTimerNomalized();
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}
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}
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}
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11
Assets/Scripts/UI/GamePlayingClockUI.cs.meta
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11
Assets/Scripts/UI/GamePlayingClockUI.cs.meta
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fileFormatVersion: 2
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guid: e35db9a44b52331429d72e840a753447
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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