Update Ability to Change Difficulty Scale Type
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@ -2568,6 +2568,7 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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time: {fileID: 542591968}
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time: {fileID: 542591968}
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difficultyType: 1
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incrementDifficultyInSeconds: 30
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incrementDifficultyInSeconds: 30
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incrementAmountInSeconds: 25
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incrementAmountInSeconds: 25
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--- !u!1 &1019999843
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--- !u!1 &1019999843
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@ -148,7 +148,7 @@ SortingGroup:
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m_Enabled: 1
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: -6
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m_SortingOrder: 1
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--- !u!1 &8759752071964469198
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--- !u!1 &8759752071964469198
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -2,27 +2,40 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class DifficultyScale : MonoBehaviour
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public class DifficultyScale : MonoBehaviour
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{
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{
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public GameObject time;
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public GameObject time;
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public TypeOfDifficulty difficultyType;
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[SerializeField] private int incrementDifficultyInSeconds = 30;
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[SerializeField] private int incrementDifficultyInSeconds = 30;
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[SerializeField] private int incrementAmountInSeconds = 25;
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[SerializeField] private int incrementAmountInSeconds = 25;
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private int currentDifficultyLevel = 0;
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private int currentDifficultyLevel = 0;
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public enum TypeOfDifficulty
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// Start is called before the first frame update
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void Start()
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{
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{
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Exponential,
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Constant
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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switch (difficultyType)
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{
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case TypeOfDifficulty.Exponential:
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if (((Mathf.FloorToInt(time.GetComponent<UITimer>().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) == 1)
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if (((Mathf.FloorToInt(time.GetComponent<UITimer>().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) == 1)
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{
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{
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currentDifficultyLevel++;
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currentDifficultyLevel++;
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incrementDifficultyInSeconds += incrementAmountInSeconds;
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incrementDifficultyInSeconds += incrementAmountInSeconds;
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this.GetComponent<ObjectCreatorArea>().spawnInterval = this.GetComponent<ObjectCreatorArea>().spawnInterval * 0.5f;
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this.GetComponent<ObjectCreatorArea>().spawnInterval = this.GetComponent<ObjectCreatorArea>().spawnInterval * 0.5f;
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}
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}
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break;
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case TypeOfDifficulty.Constant:
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if ((Mathf.FloorToInt(time.GetComponent<UITimer>().time) >= (incrementDifficultyInSeconds * (currentDifficultyLevel + 1))))
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{
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currentDifficultyLevel++;
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this.GetComponent<ObjectCreatorArea>().spawnInterval = this.GetComponent<ObjectCreatorArea>().spawnInterval * 0.5f;
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}
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break;
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}
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}
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}
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}
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}
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