2021-11-24 15:07:11 +03:00

78 lines
1.6 KiB
C#

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;
*/
}
}