Start of WiN/LOSE UI

finishing later today
This commit is contained in:
Kirabsol 2025-01-28 13:20:29 +01:00
parent e51417a4e5
commit 33d88bdfa7
8 changed files with 221 additions and 111 deletions

40
Assets/Scripts/GameUI.cs Normal file
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@ -0,0 +1,40 @@
using System;
using TMPro;
using UnityEngine;
public class GameUI : MonoBehaviour
{
[SerializeField] TextMeshProUGUI timer;
public float time;
public bool timerActive;
[SerializeField] TextMeshProUGUI units;
private int enemiesLeft;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
time = 0;
}
// Update is called once per frame
void Update()
{
if (timerActive)
{
time += Time.deltaTime;
}
TimeSpan displayedTime = TimeSpan.FromSeconds(time);
timer.text = displayedTime.Minutes.ToString() + displayedTime.Seconds.ToString();
enemiesLeft = GlobalsVariable.AliveUnitsTeamA.Count;
units.text = "Units Left: " + enemiesLeft.ToString();
}
}

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fileFormatVersion: 2
guid: 24e4c78ff3d5523409c311e513ba6ce4

21
Assets/Scripts/LoseUI.cs Normal file
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using TMPro;
using UnityEngine;
public class LoseUI : MonoBehaviour
{
[SerializeField] GameUI gameUI;
[SerializeField] TextMeshProUGUI time;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
time.text = gameUI.GetComponent<GameUI>().time.ToString();
}
// Update is called once per frame
void Update()
{
}
}

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fileFormatVersion: 2
guid: 5393cb13d8a7330418334d35a76e6da1

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@ -9,6 +9,12 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
[SerializeField] private List<string> levelNames;
int current_level = 0;
[SerializeField] GameObject GameUI;
[SerializeField] GameObject LoseUI;
[SerializeField] GameObject WinUI;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
@ -48,4 +54,11 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
}
public void Losing()
{
LoseUI.SetActive(true);
this.enabled = false;
}
}