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using TMPro;
using UnityEngine;
public class TimeTrail : MonoBehaviour
{
public Transform populateArrayFromTransform;
public Damagable[] targets;
public TextMeshProUGUI text;
public TextMeshProUGUI best;
private int targetsKilled;
private float counter;
private bool done;
private void Start()
{
text = GetComponentInChildren<TextMeshProUGUI>();
if ((bool)populateArrayFromTransform)
{
targets = populateArrayFromTransform.GetComponentsInChildren<Damagable>();
}
Damagable[] array = targets;
foreach (Damagable damagable in array)
{
damagable.outOfLiveEvent.AddListener(KillTarget);
}
}
private void Update()
{
if (!done)
{
counter += Time.deltaTime;
}
if (Input.GetKey(KeyCode.P))
{
PlayerPrefs.SetFloat("Best", 999f);
}
best.text = "BEST: " + PlayerPrefs.GetFloat("Best");
text.text = counter.ToString("f2");
}
public void KillTarget()
{
targetsKilled++;
if (targetsKilled >= targets.Length)
{
Finish();
}
}
private void Finish()
{
done = true;
if (counter < PlayerPrefs.GetFloat("Best"))
{
PlayerPrefs.SetFloat("Best", counter);
}
}
private void Restart()
{
}
}
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