diff --git a/Unity-Files/Assets/Examples/Defender/Defender.unity b/Unity-Files/Assets/Examples/Defender/Defender.unity index 97973c5..0ea1da1 100644 --- a/Unity-Files/Assets/Examples/Defender/Defender.unity +++ b/Unity-Files/Assets/Examples/Defender/Defender.unity @@ -1315,6 +1315,7 @@ GameObject: m_Component: - component: {fileID: 565676025} - component: {fileID: 565676026} + - component: {fileID: 565676028} m_Layer: 0 m_Name: Shooter m_TagString: Player @@ -1354,6 +1355,102 @@ MonoBehaviour: shootSpeed: 5 shootDirection: {x: 0, y: 1} relativeToRotation: 1 +--- !u!82 &565676028 +AudioSource: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 565676024} + m_Enabled: 1 + serializedVersion: 4 + OutputAudioMixerGroup: {fileID: 0} + m_audioClip: {fileID: 8300000, guid: 6b8e3c84427db0e4583454e3b7fb843a, type: 3} + m_PlayOnAwake: 0 + m_Volume: 1 + m_Pitch: 1 + Loop: 0 + Mute: 0 + Spatialize: 0 + SpatializePostEffects: 0 + Priority: 128 + DopplerLevel: 1 + MinDistance: 1 + MaxDistance: 500 + Pan2D: 0 + rolloffMode: 0 + BypassEffects: 0 + BypassListenerEffects: 0 + BypassReverbZones: 0 + rolloffCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + panLevelCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + spreadCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + reverbZoneMixCustomCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 --- !u!1 &605827951 GameObject: m_ObjectHideFlags: 0 diff --git a/Unity-Files/Assets/Scripts/Gameplay/DifficultyScale.cs b/Unity-Files/Assets/Scripts/Gameplay/DifficultyScale.cs index 53c5301..336377a 100644 --- a/Unity-Files/Assets/Scripts/Gameplay/DifficultyScale.cs +++ b/Unity-Files/Assets/Scripts/Gameplay/DifficultyScale.cs @@ -18,7 +18,7 @@ public class DifficultyScale : MonoBehaviour // Update is called once per frame void Update() { - if (((Mathf.FloorToInt(time.GetComponent().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) + 1 == 2) + if (((Mathf.FloorToInt(time.GetComponent().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) == 1) { currentDifficultyLevel++; incrementDifficultyInSeconds += incrementAmountInSeconds; diff --git a/Unity-Files/Assets/Scripts/Gameplay/ObjectShooter.cs b/Unity-Files/Assets/Scripts/Gameplay/ObjectShooter.cs index 46027bf..1c63a19 100644 --- a/Unity-Files/Assets/Scripts/Gameplay/ObjectShooter.cs +++ b/Unity-Files/Assets/Scripts/Gameplay/ObjectShooter.cs @@ -57,6 +57,10 @@ public class ObjectShooter : MonoBehaviour if(rigidbody2D != null) { rigidbody2D.AddForce(actualBulletDirection * shootSpeed, ForceMode2D.Impulse); + if (GetComponent() != null) + { + GetComponent().Play(); + } } // add a Bullet component if the prefab doesn't already have one, and assign the player ID