Question by 
               ger122 · Jul 21, 2017 at 03:16 PM · 
                scripting problem2d game  
              
 
              my game wont end when no enemy is killed
I have a code set so if no enemy is killed within a few seconds the game is over it works at first bit after a few sec0nds it doesn't ,, so if you don't kill a enemy the game wont end. I want it set so that if no enemy is killed after few seconds the game will end but its not
I cant find why ... so again it works at first but after a few seconds or a few kills it stops working
What I want= I want throughout the entire game setup so that if no enemy is killed and dragged to top of screen every few seconds the game will end
heres code
 using System.Collections;
 
 [RequireComponent(typeof(AudioSource))]
 public class fishdedd : MonoBehaviour {
 
     public AudioClip pop1;
     public AudioClip boing;
     AudioSource audio;
 
 
          Animator anim;                    //reference to the animator component
 
 
     void Start()
         {
         audio = GetComponent<AudioSource>();
             //get reference to the animator component
             anim = GetComponent<Animator> ();
 
         }
         void OnCollisionEnter2D(Collision2D other)
          //void OnTriggerEnter2D(Collider2D other) 
     {
         
 */
 if (other.gameObject.tag == "topy" || other.gameObject.tag == "Wall" ) 
 {
     // do something when we collide with "enemy1" OR "enemy2"
     anim.Play("fishded");
     anim.SetTrigger("Die");
     GetComponent<AudioSource> ().Play ();
         audio.PlayOneShot(pop1, 0.7F);
             DeathWatch.ReportDeath ();
             //ScoreManager.score += scoreValue;
 }
 else if (other.gameObject.tag == "shark" || other.gameObject.tag == "shark" ) 
 {
     // do something else when we collide with "enemy3" OR "enemy4"
             anim.Play("fishded");
             anim.SetTrigger("Die");
             GetComponent<AudioSource> ().Play ();
             audio.PlayOneShot(boing, 0.7F);
             DeathWatch.ReportDeath ();
 }
 
     }
 }
 
         
 
         }
     }
 }
 */
 
              
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