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608 PointsfollowCamera.enabled = true; not working
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class GameState : MonoBehaviour {
private bool gameStarted = false;
[SerializeField]
private Text gameStateText;
[SerializeField]
private GameObject player;
[SerializeField]
private BirdMovement birdMovement;
private FollowCamera followCamera;
private float restartDelay = 3f;
private float restartTimer;
private PlayerMovement playerMovement;
private PlayerHealth playerHealth;
// Use this for initialization
void Start () {
Cursor.visible = false;
playerMovement = player.GetComponent<PlayerMovement> ();
playerHealth = player.GetComponent<PlayerHealth> ();
// Prevent player from moving at the start of the game.
playerMovement.enabled = false;
// Prevent bird from moving at the start of the game
birdMovement.enabled = false;
// Prevent follow camera from moving to its game position
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
// If the game is not started and the player presses the space bar...
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space)) {
// ... start the game.
StartGame();
}
// If the player is no longer alive...
if (playerHealth.alive == false) {
/// ... end the game...
EndGame();
// ...increment a timer to count up to restarting...
restartTimer = restartTimer + Time.deltaTime;
// ... and if it reches the restart delay...
if (restartTimer >= restartDelay) {
// ... then reload the currently loaded level.
Application.LoadLevel (Application.loadedLevel);
}
}
}
// Set the game state
private void StartGame() {
// Set the game state
gameStarted = true;
// Remove start text
gameStateText.color = Color.clear;
// Allow bird to move
birdMovement.enabled = true;
// Allow player to move
playerMovement.enabled = true;
// Allow camera to move
followCamera.enabled = true;
}
private void EndGame() {
// Set the game state
gameStarted = false;
// Show the game over text
gameStateText.color = Color.white;
gameStateText.text = "Game Over!";
// Remove player from the game
player.SetActive (false);
}
}