using TMPro; using UnityEngine; public class EndOfMatchUI : MonoBehaviour { public GameObject victoryScreen; public GameObject defeatScreen; public TextMeshProUGUI scorePanel; private void Start() { victoryScreen.SetActive(value: false); defeatScreen.SetActive(value: false); scorePanel.gameObject.SetActive(value: false); if ((bool)LocalGamestate.Instance) { LocalGamestate.Instance.OnGameStateChange.AddListener(GamestateHasChanged); } } private void GamestateHasChanged() { switch (LocalGamestate.Instance.CurrentState) { case LocalGamestate.State.AfterMatchDefeat: defeatScreen.SetActive(value: true); scorePanel.gameObject.SetActive(value: true); scorePanel.text = "score: " + ScoreManager.Instance.CurrentScore; break; case LocalGamestate.State.AfterMatchVictory: victoryScreen.SetActive(value: true); scorePanel.gameObject.SetActive(value: true); scorePanel.text = "score: " + ScoreManager.Instance.CurrentScore; break; } } }