using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class PlayerScoreScript : MonoBehaviour {
[SerializeField]
public AudioClip coinClip, lifeClip;
private CameraScript CameraScript;
private Vector3 previousPosition;
private bool countScore;
public static int scoreCount;
public static int lifeCount;
public static int coinCount;
void Awake(){
CameraScript = Camera.main.GetComponent<CameraScript> ();
}
// Use this for initialization
void Start () {
previousPosition = transform.position;
countScore = true;
}
void Update () {
CountScore();
}
void CountScore (){
if(countScore){
if(transform.position.y < previousPosition.y){
scoreCount++;
}
previousPosition = transform.position;
GamePlayController.instance.SetScore (scoreCount);
}
}
// Update is called once per frame
void OnTriggerEnter2D(Collider2D target){
if(target.tag =="Coin"){
coinCount++;
scoreCount+=200;
AudioSource.PlayClipAtPoint(coinClip,transform.position);
target.gameObject.SetActive(false);
GamePlayController.instance.SetScore (scoreCount);
GamePlayController.instance.SetCoinScore (coinCount);
}
if(target.tag =="Life"){
lifeCount++;
scoreCount+=300;
AudioSource.PlayClipAtPoint(coinClip,transform.position);
target.gameObject.SetActive(false);
GamePlayController.instance.SetScore (scoreCount);
GamePlayController.instance.SetLifeScore (lifeCount);
}
if(target.tag=="Bounds"){
CameraScript.moveCamera=false;
countScore=false;
transform.position=new Vector3(500,500,0);
lifeCount--;
GamePlayController.instance.GameOverShowPanel(scoreCount, coinCount);
GameManager.instance.checkGameStatus (scoreCount, coinCount, lifeCount);
}
if(target.tag=="Deadly"){
CameraScript.moveCamera=false;
countScore=false;
transform.position=new Vector3(500,500,0);
lifeCount--;
GamePlayController.instance.GameOverShowPanel (scoreCount, coinCount);
GameManager.instance.checkGameStatus (scoreCount, coinCount, lifeCount);
}
}
}