Update Script For Scaling Based On Time
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d314abe509
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@ -2354,7 +2354,8 @@ 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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difficultyScaleInSeconds: 30
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incrementDifficultyInSeconds: 30
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incrementAmountInSeconds: 25
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--- !u!1 &1019999843
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--- !u!1 &1019999843
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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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@ -5,8 +5,9 @@ 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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[SerializeField] private int difficultyScaleInSeconds = 30;
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[SerializeField] private int incrementDifficultyInSeconds = 30;
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private int nextDifficultyLevel = 2;
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[SerializeField] private int incrementAmountInSeconds = 25;
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private int currentDifficultyLevel = 0;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@ -17,9 +18,10 @@ public class DifficultyScale : MonoBehaviour
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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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if ((Mathf.FloorToInt(time.GetComponent<UITimer>().time) / difficultyScaleInSeconds) + 1 == nextDifficultyLevel)
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if (((Mathf.FloorToInt(time.GetComponent<UITimer>().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) + 1 == 2)
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{
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{
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nextDifficultyLevel++;
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currentDifficultyLevel++;
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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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}
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}
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