using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public int score;
[SerializeField] private TextMeshProUGUI scoreText;
[SerializeField] private Cell[] cells;
[SerializeField] private Cell2[] cells2;
public TextMeshPro timeText;
[SerializeField] private Cell2[] cellsForGameOverCheck;
public float time;
public bool gameOver;
[SerializeField] private GameObject handTutor;
public static GameManager Instance;
public int cellsFullCount;
[SerializeField] private GameObject gameOverPanel;
private void Awake()
{
if (Instance == null)
Instance = this;
if (!PlayerPrefs.HasKey("TutorFinger"))
{
handTutor.SetActive(true);
PlayerPrefs.SetInt("TutorFinger", 0);
}
}
void Update()
{
if (Input.GetKeyUp(KeyCode.Space))
{
GameOverCheck();
}
if (!gameOver)
{
time += Time.deltaTime;
float minutes = Mathf.FloorToInt(time / 60);
float seconds = Mathf.FloorToInt(time % 60);
timeText.text = string.Format("{0}:{1:00}", minutes, seconds);
}
}
public void GameOverCheck()
{
cellsFullCount = 0;
for (int i = 0; i < cellsForGameOverCheck.Length; i++)
{
if (cellsForGameOverCheck[i].ItemInCell != null)
{
cellsFullCount++;
}
else
{
cellsFullCount--;
}
}
if (cellsFullCount == 4)
{
gameOver = true;
gameOverPanel.SetActive(true);
}
}
public void SetScore(int scoreCount)
{
score += scoreCount;
scoreText.text = "score " + score.ToString();
}
}