// Use this for initialization void Start() { //int goal, float gainGla, float gainPla, float gainMet, float gainPaper, float gainComp, //float drop, float speed, int limit, float gap Time.timeScale = 1; settings.setDifficulty(20, 1.0f, 1.2f, 1.5f, 0.7f, 0.5f, .011f, .05f, 10, 2f); }
void selectLevel1() { difficultySettings.levelCounter = 1; difficultySettings.levelGoal = 5; settings.setDifficulty(5, .05f, .03f, .02f, 10, 2f); levelManager.LoadPlayScene(); }
//This is the initial settings for endless mode. I apologize for the shit name and location but //I'm not brave enough to move it myself void selectLevel1() { difficultySettings.levelCounter = 1; difficultySettings.levelGoal = 5; //int goal, float gainGla, float gainPla, float gainMet, float gainPaper, float gainComp, //float drop, float speed, int landfillLimit, float gap settings.setDifficulty(5, .05f, .1f, .15f, .05f, .02f, .03f, .02f, 5, 2f); levelManager.LoadPlayScene(); }
// Use this for initialization void Start() { //int goal, float gainGla, float gainPla, float gainMet, float gainPaper, float gainComp, //float drop, float speed, int lives, float gap Time.timeScale = 1; settings = new difficultySettings(); switch (difficultySettings.levelCounter) { case 1: settings.setDifficulty("low"); break; case 2: settings.setDifficulty("medium low"); break; case 3: settings.setDifficulty("medium"); break; case 4: settings.setDifficulty("medium high"); break; case 5: settings.setDifficulty("high"); break; default: settings.setDifficulty("extreme"); break; } }
void selectLevel1() { settings.setDifficulty(5, 0, 0, 0, 0, 0, 0, 0, 100, 2f); difficultySettings.tutorialLevelCounter = 1; levelManager.LoadNextScene(); }
// Use this for initialization void Start() { settings.setDifficulty(10, 1, .011f, .05f, 10, 2f); }