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;
        }
Ejemplo n.º 3
0
    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;
 }