Files
AppleHillsProduction/Assets/Scripts/UI/DivingGameOverScreen.cs
2025-10-17 14:28:13 +02:00

49 lines
1.5 KiB
C#

using System;
using Core;
using UnityEngine;
using TMPro;
using Minigames.DivingForPictures;
public class DivingGameOverScreen : MonoBehaviour
{
[SerializeField]
private TextMeshProUGUI finalScoreText;
void OnEnable()
{
if (DivingGameManager.Instance != null)
{
int finalScore = DivingGameManager.Instance.PlayerScore;
finalScoreText.text = $"{finalScore}";
}
}
public async void PlayAgain()
{
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.ReloadCurrentScene(progress);;
gameObject.SetActive(false);
}
/// <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);
}
}