using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; using UnityEngine.SceneManagement; using MS; public class UIManager : MonoBehaviour { public Image Health; public static UIManager instance; public CharacterController player; public CameraFollow cameraFollow; public TextMeshProUGUI ScoreText; public TextMeshProUGUI BestScoreText; public TextMeshProUGUI GameOverCurrentScore; public Popup GameoverPanel; public Popup MainScreen; private void Awake() { instance = this; } private void Start() { BestScoreUpdater(); UpdateHealth(); MainScreen.Open(); } void BestScoreUpdater() { BestScoreText.text = PlayerPrefs.GetInt("BestScore").ToString(); } public void UpdateHealth() { if (!GameManager.instance.isGameOver) { if (player.Health <= 0) { Health.fillAmount = 0; GameOver(); } else { Health.fillAmount = player.Health/100f; //Health.text = "Health: " + player.Health.ToString(); } } } public void GameOver() { GameOverCurrentScore.text = GameManager.instance.Score.ToString(); MainScreen.Close(); GameoverPanel.Open(); GameManager.instance.isGameOver = true; Destroy(player.SpineHingeJoint); Health.fillAmount = 0; //GameOverPanel.SetActive(true); cameraFollow.isPlaying = false; if (GameManager.instance.Score > PlayerPrefs.GetInt("BestScore")) { Debug.Log("Here"); PlayerPrefs.SetInt("BestScore", (int)GameManager.instance.Score); } } public void Pause() { Time.timeScale = 0; } public void Resume() { Time.timeScale = 1; } public void Home() { Resume(); SceneManager.LoadScene("MainMenu"); } public void Restart() { Resume(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } public void ApplicationCloser() { Application.Quit(); } }