public float[] SetBGMSpectrum(int samples, DIFICULTY difficulty) { float[] m_spectrumArray = new float[samples]; m_bgmSource.GetSpectrumData(m_spectrumArray, 0, FFTWindow.Rectangular); int difficultyMultiplier = 0; switch (difficulty) { case DIFICULTY.EASY: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.EASY; break; case DIFICULTY.MID: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.MID; break; case DIFICULTY.DIFFICULT: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.DIFFICULT; break; } m_audioSpeed = difficultyMultiplier; //(m_bgmSource.clip.length / samples) * difficultyMultiplier * m_bgmSource.pitch; return(m_spectrumArray); }
public void SetAudioSpeed(DIFICULTY difficulty) { int difficultyMultiplier = 0; switch (difficulty) { case DIFICULTY.EASY: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.EASY; break; case DIFICULTY.MID: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.MID; break; case DIFICULTY.DIFFICULT: difficultyMultiplier = PMR_GameSetup.Dificulty_Velocities.DIFFICULT; break; } m_audioSpeed = difficultyMultiplier; //(m_bgmSource.clip.length / samples) * difficultyMultiplier * m_bgmSource.pitch; }
public void AddScore(bool isDead) { //update score int mult = currentDificulty == DIFICULTY.EASY ? 1 : currentDificulty == DIFICULTY.NORMAL ? 2 : 3; score += (isDead) ? 200 * mult : 100 * mult; print(score); //update dificult if (score > totalScore / 2 && score < totalScore - (totalScore * .2f)) { currentDificulty = DIFICULTY.NORMAL; } else if (score >= totalScore - (totalScore * .2f)) { currentDificulty = DIFICULTY.HARD; } if (score >= totalScore) { SceneManager.LoadScene("GameOver"); } }
public void ChangeDifficulty(DIFICULTY dif) { m_difficulty = dif; }