using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class DeathMenu : MonoBehaviour { public static bool playerIsDead = false; [SerializeField] private HealthController playerHealth; [SerializeField] private GameObject button; [SerializeField] private GameObject heart; private bool isActive; //[SerializeField] private Extralife lifes; //public int extralife = 1; public GameObject deathMenuUI; /* private void Update() { if(lifes.life <= 0) { Quit(lifes.life); LoadMenu(); } } */ /* void Update() { if(playerHealth.currentHealth <= 0 ) { if(playerIsDead) { //GetExtraLife(extralife); //Pause(); } else { //Pause(); } } } */ public void GetExtraLife() { deathMenuUI.SetActive(false); Time.timeScale = 1f; playerIsDead = false; } public void Pause() { deathMenuUI.SetActive(true); Time.timeScale = 0f; playerIsDead = true; } public void LoadMenu() { Debug.Log("Main Menu"); SceneManager.LoadScene("MainMenu"); } public void Quit(int extra) { /* for(int i = extra; i > 0; i--) { lifes.life = i + extra; } //extralife -= lifes; //Debug.Log("Comertial"); //playerHealth.currentHealth = 4200; */ } }