Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (worldSide == playerRot.Up)
            {
                worldSide = playerRot.Down;
            }
            else if (worldSide == playerRot.Down)
            {
                worldSide = playerRot.Up;
            }
            Camera.main.gameObject.GetComponent <Animator>().SetTrigger("Stroke");
            soundMng.SetCurrentEffect(switchFX);
            ChangeWorldGravity();
        }

        if (Time.time > nextFire && !gameOver && startGame)
        {
            nextFire = Time.time + fireRate;
            distance++;
            ui.UpdateDistance(distance);
        }

        if (distance > 150)
        {
            difficuly = Difficuly.Hard;
        }
        else if (distance > 50 && distance < 150)
        {
            difficuly = Difficuly.Medium;
        }
        // ele if(distance >50) difficuly = Difficuly.Easy;

        if (distance > nextVelocityChange)
        {
            platformVelicity.x -= 0.02f;
            nextVelocityChange += nextVelocityOffSet;
        }
    }
Example #2
0
    void InitializeFirstLevel()
    {
        // Select difficult session based on minigame
        foreach (Difficuly session in difficultySessions)
        {
            if (session.difficulty == minigame.difficulty)
            {
                currentDifficulty = session;
                break;
            }
        }
        if (currentDifficulty == null && difficultySessions != null && difficultySessions.Count > 0)
            currentDifficulty = difficultySessions[0];

        Invoke ("nextLevel", 1 /*minigame.GetCurrentDialogueDuration()*/);
    }