Exemple #1
0
    void GameCycle()
    {
        float currentPosition = score_value % 12000;

        //coin initial Spawn
        if (coinInitialSpawn)
        {
            coinInitialSpawn = false;
            coinGenerator.InitialSpawn();
        }
        //Debug.Log(currentPosition);

        if (currentPosition >= 0 && currentPosition < 1000)
        { //lasers
            //score_value = 3500; //to debug where the thing u want
            //Static Objects Generator
            StaticObjectsSpawn();
            PowerUpSpawn();
        }
        else if (currentPosition >= 1000 && currentPosition < 2000)
        { //lasers e canhoes
            StaticObjectsSpawn();
            MachineGunSpawn();
            PowerUpSpawn();
        }
        else if (currentPosition >= 2000 && currentPosition < 3000)
        { //power up, lasers, mini exploders
            PowerUpSpawn();
            StaticObjectsSpawn();
            MiniExploderSpawn();
        }
        else if (currentPosition >= 3000 && currentPosition < 4000)
        {
            PowerUpSpawn();
            BigLasersSpawn();
        }
        else if (currentPosition >= 4000 && currentPosition < 8000)
        {
            PowerUpSpawn();
            StaticObjectsSpawn();
            //Predator Spawn
            if (!predatorAtive)
            { //se nao existir o predator
                predatorSpawn();
            }
            if (predatorDead && currentPosition >= 7000)
            {
                MiniExploderSpawn();
            }
        }
        else if (currentPosition >= 8000 && currentPosition < 10000) //lasers moveis
        {                                                            //lasers e canhoes
            PowerUpSpawn();
            StaticObjectsSpawn();
            MiniExploderSpawn();
        }
        else if (currentPosition >= 10000 && currentPosition < 11000)
        {
            PowerUpSpawn();
            AsteroidSpaw();
        }
        else if (currentPosition >= 11000 && currentPosition < 12000)
        {
            PowerUpSpawn();
            MiniExploderWaveSpawnPeriodic();
        }

        /*
         * //PowerUpSpawn()
         * PowerUpSpawn();
         * //Static Objects Generator
         * StaticObjectsSpawn();
         * //MachineGunSpawn
         * MachineGunSpawn();
         *
         * //Mini Exploder Spawn
         * if (miniExploderActive)
         * {
         *  MiniExploderSpawn();
         * }
         *
         * //Predator Spawn
         * if (!predatorAtive && score_value > predatorSpawnDeltaPoints)
         * { //se nao existir o predator
         *  predatorSpawn();
         * }*/
    }