Update Script For Scaling Based On Time

This commit is contained in:
Philip W 2021-11-11 05:29:36 +00:00
parent d314abe509
commit f4acd46409
2 changed files with 8 additions and 5 deletions

View File

@ -2354,7 +2354,8 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
time: {fileID: 542591968} time: {fileID: 542591968}
difficultyScaleInSeconds: 30 incrementDifficultyInSeconds: 30
incrementAmountInSeconds: 25
--- !u!1 &1019999843 --- !u!1 &1019999843
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -5,8 +5,9 @@ using UnityEngine;
public class DifficultyScale : MonoBehaviour public class DifficultyScale : MonoBehaviour
{ {
public GameObject time; public GameObject time;
[SerializeField] private int difficultyScaleInSeconds = 30; [SerializeField] private int incrementDifficultyInSeconds = 30;
private int nextDifficultyLevel = 2; [SerializeField] private int incrementAmountInSeconds = 25;
private int currentDifficultyLevel = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@ -17,9 +18,10 @@ public class DifficultyScale : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if ((Mathf.FloorToInt(time.GetComponent<UITimer>().time) / difficultyScaleInSeconds) + 1 == nextDifficultyLevel) if (((Mathf.FloorToInt(time.GetComponent<UITimer>().time) - (incrementAmountInSeconds * currentDifficultyLevel)) / incrementDifficultyInSeconds) + 1 == 2)
{ {
nextDifficultyLevel++; currentDifficultyLevel++;
incrementDifficultyInSeconds += incrementAmountInSeconds;
this.GetComponent<ObjectCreatorArea>().spawnInterval = this.GetComponent<ObjectCreatorArea>().spawnInterval * 0.5f; this.GetComponent<ObjectCreatorArea>().spawnInterval = this.GetComponent<ObjectCreatorArea>().spawnInterval * 0.5f;
} }
} }