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Copy pathfallingUITestScratch.js
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fallingUITestScratch.js
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#pragma strict
var player : GameObject;
//var scoreController : ScoreController = player.GetComponent("ScoreController");
//var script : ScoreController = player.GetComponent("ScoreController");
// Keep track of the players main score
//var uiScore = ScoreController.currentScore;
var value : float = 0.5f;
// var lifeCountdown : lifeCountdown;
// lifeCountdown = GetComponent("lifeCountdown");
private var savedTimeScale:float;
//var x:float;
//var y:float;
// private var lifeBar = UIProgressBar.create( "lifeBarRedTest.png", 0, 0 );
function Start () {
// yield WaitForSeconds(0.5f);
Screen.orientation = ScreenOrientation.LandscapeLeft;
var pauseButton = UIButton.create("pauseWhite.png","pauseGray.png", 0, 0);
pauseButton.pixelsFromTopRight( 10, 10 );
pauseButton.highlightedTouchOffsets = new UIEdgeOffsets(20);
pauseButton.onTouchUpInside += PauseGame;
var resumeButton = UIButton.create("pauseGray.png","pauseWhite.png", 0, 0 );
resumeButton.pixelsFromBottomRight( 10, 10 );
savedTimeScale = Time.timeScale;
pauseButton.highlightedTouchOffsets = new UIEdgeOffsets(20);
resumeButton.onTouchUpInside += UnPauseGame;
var lifeBar = UIProgressBar.create( "lifeBarRedTest.png", 0, 0 );
lifeBar.pixelsFromTopLeft ( 10, 10);
lifeBar.resizeTextureOnChange = true;
lifeBar.value = 0.5f;
animateProgressBar (lifeBar);
// Loop ();
}
function animateProgressBar(lifeBar : UIProgressBar) {
// var value : float = 1.0f;
// var value : float = (ScoreController.startingScore / 10);
// var value : float = parseFloat(ScoreController.currentScore);
while (true)
{
// value -= (parseFloat(ScoreController.startingScore - ScoreController.currentScore)/10);
// value -= 0.01f;
// lifeBar.value = value;
lifeBar.value = (parseFloat(ScoreController.visibleScore)/parseFloat(ScoreController.maxScore));
//Debug.Log(lifeBar.value + " is lifebar value");
//Debug.Log(ScoreController.currentScore + " is currentScore");
// yield WaitForSeconds (1);
//if (!lifeCountdown.isAlive) {
//yield WaitForSeconds (3);
//}
// lifeBar.value = parseFloat(ScoreController.currentScore);
yield 0;
}
}
//function Loop () {
// while (true) {
// yield UpdateLife(1.0);
// }
//}
//function UpdateLife (delay : float) {
// if (script.visibleScore > 0) {
// var value : float = parseFloat(visibleScore);
// this breaks it lifeBar.resizeTextureOnChange = !progressBar.resizeTextureOnChange;
// yield WaitForSeconds(delay);
// }
// else {lifeCountdown.isAlive = false;
// }
//}
function animateProgressBarRising(lifeBar : UIProgressBar) {
var value : float = 0.0f;
// var value : float = parseFloat(ScoreController.currentScore);
// Debug.Log(visibleScore);
while (true)
{
if (lifeBar.value > 1.0f) {
lifeBar.resizeTextureOnChange = !lifeBar.resizeTextureOnChange;
value = 0.0f;
}
else
{ value += 0.01f;
}
lifeBar.value = value;
yield 0;
}
}
function PauseGame() {
// Camera.main.SendMessage("fadeOutHalf");
// yield WaitForSeconds(1);
savedTimeScale = Time.timeScale;
Time.timeScale = 0;
AudioListener.pause = true;
}
function UnPauseGame() {
Time.timeScale = savedTimeScale;
AudioListener.pause = false;
}
function IsGamePaused() {
return Time.timeScale==0;
}