/// <summary> /// Get a gameplay blueprint by difficulty /// </summary> /// <param name="difficulty"></param> /// <returns></returns> public GameplayBlueprint GetBlueprint(GameSettings.Difficulty difficulty) { if (BlueprintLookup == null) { CreateLookup(); } return(BlueprintLookup[difficulty]); }
protected virtual void Awake() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); bPause = false; gameSpeed = 1; currentCash = 0; maxWaveShield = 0; currentShield = 0; currentWave = 0; maxBaseHealth = 100; currentBaseHealth = maxBaseHealth; enemyAliveCount = 0; enemyWaveCount = 0; sellFactor = 0.5f; difficulty = GameSettings.Difficulty.Hypothetical; }
protected virtual void Start() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); enemyBuff = new List <EnemyBuff>(); difficulty = gameManager.gameMode.difficulty; ReadFromXml(); currentHealth = initHealth; currentDamage = initDamage; bStun = false; if (flyable == Flyable.Air) { currentSpeed = initSpeed / GameSettings.lengthFactor; destination = gameManager.endInAir.transform; } else if (flyable == Flyable.Ground) { currentSpeed = initSpeed / GameSettings.lengthFactor; agent = gameObject.AddComponent <NavMeshAgent>(); agent.avoidancePriority = 99; agent.speed = currentSpeed * gameManager.gameMode.GameSpeed; agent.destination = gameManager.endOnGround.position; agent.stoppingDistance = lowestDistance; destination = gameManager.endOnGround; } gameManager.gameMode.GameSpeedChangeEvent += () => { if (flyable == Flyable.Air) { currentSpeed = initSpeed / GameSettings.lengthFactor; } else if (flyable == Flyable.Ground) { currentSpeed = initSpeed / GameSettings.lengthFactor; agent = gameObject.GetComponent <NavMeshAgent>(); agent.speed = currentSpeed * gameManager.gameMode.GameSpeed; } }; }
private void DiffEasy_Checked(object sender, RoutedEventArgs e) { this.difficulty = GameSettings.Difficulty.EASY; }
private void DiffHard_Checked(object sender, RoutedEventArgs e) { this.difficulty = GameSettings.Difficulty.HARD; }
private void DiffNormal_Checked(object sender, RoutedEventArgs e) { this.difficulty = GameSettings.Difficulty.NORMAL; }