using Assets.Scripts.API; using UnityEngine; using UnityEngine.SceneManagement; namespace Assets.Scripts { public class Player : MonoBehaviour { private Transform _pos; private float _blinkTimer = 0f; private int _blinkCount = 0; public int Score = 0; public int Battery = 100; public int Progression = 0; public bool IsBlinking = false; public int NbVials = 0; void Start() { _pos = GetComponent<Transform>(); } void Update() { var newPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); newPos.z = -1; _pos.position = Vector3.Lerp(_pos.position, newPos, 10*Time.deltaTime); if (IsBlinking) Blink(); if (Battery < 12) { if (PlayerPrefs.GetInt("highscore") < Score) PlayerPrefs.SetInt("highscore", Score); PlayerPrefs.SetInt("lastscore", Score); SceneManager.LoadScene("GameOver"); } if (Progression == 25) { Score += 200; } } public void Blink() { _blinkTimer += Time.deltaTime; if (_blinkTimer > .16f) { GetComponent<SpriteRenderer>().enabled = !GetComponent<SpriteRenderer>().enabled; _blinkCount++; _blinkTimer = 0f; } if (_blinkCount != 7) return; _blinkCount = 0; _blinkTimer = 0f; GetComponent<BoxCollider2D>().enabled = true; IsBlinking = false; } public void SetBlinking() { GetComponent<BoxCollider2D>().enabled = false; GetComponent<SpriteRenderer>().enabled = false; IsBlinking = true; } } }