private BlockDifficulty DeterminePowerUpBlock(Upgrades _upgradeType) { BlockDifficulty blockDifficulty = BlockDifficulty.None; switch (_upgradeType) { case Upgrades.ChargeUpgrade: blockDifficulty = BlockDifficulty.Charge; break; case Upgrades.ShieldUpgrade: blockDifficulty = BlockDifficulty.Shield; break; case Upgrades.MegaCoinUpgrade: blockDifficulty = BlockDifficulty.MegaCoin; break; default: blockDifficulty = BlockDifficulty.Shield; break; } return(blockDifficulty); }
public bool CreateBlockByDifficulty(BlockDifficulty blockType, int n_floor) { if (blockType == BlockDifficulty.SuperEasy) { game_controller.s.create_wave_super_easy(n_floor); } else if (blockType == BlockDifficulty.Easy) { game_controller.s.create_wave_easy(n_floor); } else if (blockType == BlockDifficulty.Medium) { game_controller.s.create_wave_medium(n_floor); } else if (blockType == BlockDifficulty.Hard) { game_controller.s.create_wave_hard(n_floor); } else if (blockType == BlockDifficulty.VeryHard) { game_controller.s.create_wave_very_hard(n_floor); } else { game_controller.s.create_wave_super_hard(n_floor); } return(true); }
public void AddBlockToList(BlockDifficulty _blockDifficulty, LevelBlock _levelBlock) { switch (_blockDifficulty) { case BlockDifficulty.None: EmptyBlocks.Add(_levelBlock); break; case BlockDifficulty.Easy: EasyBlocks.Add(_levelBlock); break; case BlockDifficulty.Medium: MediumBlocks.Add(_levelBlock); break; case BlockDifficulty.Hard: HardBlocks.Add(_levelBlock); break; case BlockDifficulty.Shield: ShieldBlocks.Add(_levelBlock); break; case BlockDifficulty.MegaCoin: MegaCoinBlocks.Add(_levelBlock); break; case BlockDifficulty.Charge: UnlimitedChargeBlocks.Add(_levelBlock); break; case BlockDifficulty.Stamina: StaminaBlocks.Add(_levelBlock); break; case BlockDifficulty.Tutorial: TutorialBlocks.Add(_levelBlock); break; default: Debug.LogError("Unknown Block Difficulty"); break; } }
public LevelBlock GetPowerUpBlock(List <Upgrades> _avaliableUpgrades) { LevelBlock _newBlock = null; int _randomUpgradeIndex = Random.Range(0, _avaliableUpgrades.Count); Upgrades _currentUpgrade = _avaliableUpgrades[_randomUpgradeIndex]; BlockDifficulty blockDifficulty = DeterminePowerUpBlock(_currentUpgrade); int _randomBlockIndex = 0; switch (blockDifficulty) { case BlockDifficulty.Shield: _randomBlockIndex = Random.Range(0, ShieldBlocks.Count); _newBlock = ShieldBlocks[_randomBlockIndex]; ShieldBlocks.Remove(_newBlock); break; case BlockDifficulty.MegaCoin: _randomBlockIndex = Random.Range(0, MegaCoinBlocks.Count); _newBlock = MegaCoinBlocks[_randomBlockIndex]; MegaCoinBlocks.Remove(_newBlock); break; case BlockDifficulty.Charge: _randomBlockIndex = Random.Range(0, UnlimitedChargeBlocks.Count); _newBlock = UnlimitedChargeBlocks[_randomBlockIndex]; UnlimitedChargeBlocks.Remove(_newBlock); break; default: _randomBlockIndex = Random.Range(0, ShieldBlocks.Count); _newBlock = ShieldBlocks[_randomBlockIndex]; ShieldBlocks.Remove(_newBlock); break; } return(_newBlock); }
public LevelBlock GetLevelBlock(BlockDifficulty _blockDifficulty) { LevelBlock _newBlock = null; int _randomIndex = 0; switch (_blockDifficulty) { case BlockDifficulty.None: _randomIndex = Random.Range(0, EmptyBlocks.Count); _newBlock = EmptyBlocks[_randomIndex]; EmptyBlocks.Remove(_newBlock); break; case BlockDifficulty.Easy: _randomIndex = Random.Range(0, EasyBlocks.Count); _newBlock = EasyBlocks[_randomIndex]; EasyBlocks.Remove(_newBlock); break; case BlockDifficulty.Medium: _randomIndex = Random.Range(0, MediumBlocks.Count); _newBlock = MediumBlocks[_randomIndex]; MediumBlocks.Remove(_newBlock); break; case BlockDifficulty.Hard: _randomIndex = Random.Range(0, HardBlocks.Count); _newBlock = HardBlocks[_randomIndex]; HardBlocks.Remove(_newBlock); break; case BlockDifficulty.Shield: _randomIndex = Random.Range(0, ShieldBlocks.Count); _newBlock = ShieldBlocks[_randomIndex]; ShieldBlocks.Remove(_newBlock); break; case BlockDifficulty.MegaCoin: _randomIndex = Random.Range(0, MegaCoinBlocks.Count); _newBlock = MegaCoinBlocks[_randomIndex]; MegaCoinBlocks.Remove(_newBlock); break; case BlockDifficulty.Charge: _randomIndex = Random.Range(0, UnlimitedChargeBlocks.Count); _newBlock = UnlimitedChargeBlocks[_randomIndex]; UnlimitedChargeBlocks.Remove(_newBlock); break; case BlockDifficulty.Stamina: _randomIndex = Random.Range(0, StaminaBlocks.Count); _newBlock = StaminaBlocks[_randomIndex]; StaminaBlocks.Remove(_newBlock); break; case BlockDifficulty.Tutorial: _newBlock = TutorialBlocks[0]; TutorialBlocks.RemoveAt(0); break; default: _randomIndex = Random.Range(0, EmptyBlocks.Count); _newBlock = EmptyBlocks[_randomIndex]; EmptyBlocks.Remove(_newBlock); Debug.LogError("Unknown Block Difficulty"); break; } return(_newBlock); }