using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; public class UIManager : MonoBehaviour { public GameObject damageTextPrefab; public GameObject healthPrefab; public Canvas gameCanvas; public GameObject loseUI; public GameObject pauseUI; public Damageable damageable; public string menuScene; public string nextScene; private bool hasShown = false; private void Awake() { gameCanvas = FindAnyObjectByType(); } private void Update() { if (!damageable.IsAlive && !hasShown) { StartCoroutine(WaitUI()); } } public void QuiteGame() { SceneManager.LoadScene(menuScene); } public void Restart() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } public void PauseUI() { pauseUI.SetActive(true); } public void BackPauseUI() { pauseUI.SetActive(false); } IEnumerator WaitUI() { yield return new WaitForSeconds(1); loseUI.SetActive(true); hasShown = true; } }