Files
AppleHillsProduction/Assets/Scripts/UI/DivingGameOverScreen.cs

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C#
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using System;
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using Core;
using UnityEngine;
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using TMPro;
using Minigames.DivingForPictures;
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public class DivingGameOverScreen : MonoBehaviour
{
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[SerializeField]
private TextMeshProUGUI finalScoreText;
void OnEnable()
{
if (DivingGameManager.Instance != null)
{
int finalScore = DivingGameManager.Instance.PlayerScore;
finalScoreText.text = $"{finalScore}";
}
}
public async void PlayAgain()
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{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.ReloadCurrentScene(progress);;
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gameObject.SetActive(false);
}
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/// <summary>
/// Exits to the main menu scene.
/// </summary>
public async void ExitToAppleHills()
{
gameObject.SetActive(false);
// Replace with the actual scene name as set in Build Settings
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
}
/// <summary>
/// Exits to the main menu scene.
/// </summary>
public async void ExitToQuarry()
{
gameObject.SetActive(false);
// Replace with the actual scene name as set in Build Settings
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
}
}