using System.Collections;
using UnityEngine.SceneManagement;
public class ObstacleBehaviour : MonoBehaviour
public IEnumerator ShowContinue(UnityEngine.UI.Button contButton)
var btnText = contButton.GetComponentInChildren<Text>();
if (UnityAdController.nextRewardTime.HasValue && (DateTime.Now < UnityAdController.nextRewardTime.Value))
contButton.interactable = false;
TimeSpan remaining = UnityAdController.nextRewardTime.Value - DateTime.Now;
var countdownText = string.Format("{0:D2}:{1:D2}", remaining.Minutes, remaining.Seconds);
btnText.text = countdownText;
yield return new WaitForSeconds(1f);
else if (!UnityAdController.showAds)
contButton.interactable = true;
contButton.onClick.AddListener(Continue);
UnityAdController.obstacle = this;
btnText.text = "Free Continue";
contButton.interactable = true;
contButton.onClick.AddListener(UnityAdController.ShowRewardAd);
UnityAdController.obstacle = this;
btnText.text = "Continue (Play Ad)";
public float waitTime = 2.0f;
void OnCollisionEnter(Collision collision)
if (collision.gameObject.GetComponent<PlayerBehaviour>())
collision.gameObject.SetActive(false);
player = collision.gameObject;
Invoke("ResetGame", waitTime);
var go = GetGameOverMenu();
var buttons = go.transform.GetComponentsInChildren<Button>();
UnityEngine.UI.Button continueButton = null;
foreach (var button in buttons)
if (button.gameObject.name == "Continue Button")
StartCoroutine(ShowCoroutine(continueButton));
continueButton.gameObject.SetActive(false);
private GameObject player;
var go = GetGameOverMenu();
GameObject GetGameOverMenu()
return GameObject.Find("Canvas").transform.Find("Game Over").gameObject;
public GameObject explosion;
var particles = Instantiate(explosion, transform.position, Quaternion.identity);
Destroy(particles, 1.0f);
Destroy(this.gameObject);