#include "GameOverComponent.h" #include "PlayerComponent.h" #include "GameEvents.h" #include "Scene.h" #include "GameState.h" dae::GameOverComponent::GameOverComponent() { } dae::GameOverComponent::~GameOverComponent() { } void dae::GameOverComponent::Initialize() { } void dae::GameOverComponent::Reset() { m_OutOfLivesCount = 0; } void dae::GameOverComponent::ReceiveNotification(unsigned eventId, Component* pComponent) { auto pPlayerComponent = dynamic_cast(pComponent); if (pPlayerComponent != nullptr) { if (PlayerEvents(eventId) == PlayerEvents::OUT_OF_LIVES) { m_OutOfLivesCount++; if (GameState::GetInstance().GetGameMode() == GameMode::SINGLEPLAYER) { SceneManager::GetInstance().SetScene("GameOver", true); } else if (GameState::GetInstance().GetGameMode() == GameMode::COOP) { if (m_OutOfLivesCount >= 2) { SceneManager::GetInstance().SetScene("GameOver", true); } } } } } void dae::GameOverComponent::Update(float ) { } void dae::GameOverComponent::FixedUpdate(float ) { }