Verlieren und Gewinnen Screen

This commit is contained in:
Simon Lübeß
2024-04-08 21:24:13 +02:00
parent defd359852
commit 9e59e1980c
4 changed files with 1541 additions and 14 deletions

View File

@ -153,15 +153,27 @@ public partial class GameManager : MonoBehaviourSingleton<GameManager>
}
}
[SerializeField]
private bool _won;
public bool Won => _won;
[SerializeField]
private bool _lost;
public bool Lost => _lost;
private void EndGame(EndGameCondition endGameCondition)
{
if (endGameCondition.IsWin())
{
Debug.Log("You won!");
_won = true;
}
else if (endGameCondition.IsLose())
{
Debug.Log("You lost!");
_lost = true;
}
Debug.Log(endGameCondition.GetEndGameMessage());

View File

@ -4,6 +4,7 @@ using System.Collections.Generic;
using Interaction;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UI;
@ -37,12 +38,18 @@ public class UiController : MonoBehaviour
[SerializeField] private TextMeshProUGUI _predictedEndText;
[SerializeField] private Gradient _deadlineTextColors;
public GameObject WinScreen;
public GameObject LoseScreen;
void Update()
{
UpdateActionDisplay();
UpdateProgressBar();
UpdateDeadlineDateStuffTexts();
WinScreen.SetActive(GameManager.Instance.Won);
LoseScreen.SetActive(GameManager.Instance.Lost);
}
private void UpdateProgressBar()
@ -97,4 +104,16 @@ public class UiController : MonoBehaviour
//_prevActionButton.interactable = _pickupper.CanSelectPrevious;
//_nextActionButton.interactable = _pickupper.CanSelectNext;
}
public void Replay()
{
string currentSceneName = SceneManager.GetActiveScene().name;
SceneManager.LoadScene(currentSceneName);
}
public void Exit()
{
UnityEditor.EditorApplication.isPlaying = false;
Application.Quit();
}
}