using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class Game10 : MonoBehaviour{ public string menuScene; public string[] scenes; public Image timeBar; public float maxTime = 5f; float currentTime; [Space(10)] public GameObject death; public float rotationSpeed; public Transform player; float rotZ; // Start is called before the first frame update void Start(){ currentTime = maxTime; transform.localRotation = Quaternion.Euler(0, 0, Random.Range(30f, 330f)); } // Update is called once per frame void Update(){ currentTime -= 1 * Time.deltaTime; timeBar.transform.localScale = new Vector2(currentTime / maxTime, timeBar.transform.localScale.y); if(currentTime <= 0){ StartCoroutine(Death()); death.SetActive(true); } if (Input.GetKey(KeyCode.Space)){ rotZ -= rotationSpeed * 10 * Time.deltaTime; } player.localRotation = Quaternion.Euler(0, 0, rotZ); } void OnTriggerStay2D(Collider2D col){ if (Input.GetKeyUp(KeyCode.Space)){ player.localRotation = transform.localRotation; CompleteLevel(); } } public void CompleteLevel(){ string scene = scenes[Random.Range(0, scenes.Length - 1)]; LevelLoader.Instance.LoadLevel(scene); } public void LoseGame(){ Debug.LogError(SceneManager.GetActiveScene().name); LevelLoader.Instance.LoadLevel(menuScene); } IEnumerator Death(){ Time.timeScale = 0; yield return new WaitForSecondsRealtime(4f); LoseGame(); } }