Created
October 18, 2015 12:16
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using UnityEngine; | |
using System.Collections; | |
using Image = UnityEngine.UI.Image; | |
public class EventHandlerUI : MonoBehaviour { | |
public GameObject bulletPrefab; | |
public Color pausedColor; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
public void GunButtonClick() | |
{ | |
// Grab our player plane and create a copy of the bullet from the prefab | |
var plane = GameObject.FindWithTag("Player"); | |
var bullet = Instantiate(bulletPrefab, plane.transform.position, plane.transform.rotation) as GameObject; | |
// Tell the physics engine to ignore collision between the bullet and our plane | |
Physics2D.IgnoreCollision(bullet.GetComponent<Collider2D>(), plane.GetComponent<Collider2D>()); | |
// Destroy the bullet after 1 second (basically once it leaves the scene) | |
Destroy(bullet, 1f); | |
} | |
public void MissileButtonClick() | |
{ | |
Debug.Log("Pew pew pew"); | |
} | |
public void NukeButtonClick() | |
{ | |
GameObject.Find("Score").GetComponent<ScoreManager>().AddScore(1000); | |
Debug.Log("Pew pew pew"); | |
} | |
public void GearButtonClick() | |
{ | |
// If time scale is greater then 0, that means its running so we need to pause | |
if (Time.timeScale > 0) | |
{ | |
// Set timescale to 0 to prevent the game from running and set the image that is part of the canvas to semi opaque | |
Time.timeScale = 0; | |
gameObject.GetComponent<Image>().color = pausedColor; | |
Debug.Log("Game paused"); | |
} | |
else | |
{ | |
// Set timescale to 1 to allow the game to run at normal speed and set the image that is part of the canvas to transparent | |
Time.timeScale = 1; | |
gameObject.GetComponent<Image>().color = Color.clear; | |
Debug.Log("Game Resumed"); | |
} | |
} | |
} |
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