public void SetTypeOfIntel() { string type = intelLabel.text; switch (type) { case "Bomb Material": Debug.Log("Bomb Material"); typeOfIntel = GameManager.IntelType.BombMaterial; break; case "Hard Drive": Debug.Log("Hard Drive"); typeOfIntel = GameManager.IntelType.HardDrive; break; case "Information": Debug.Log("Information"); typeOfIntel = GameManager.IntelType.Info; break; default: Debug.LogError("The intel type passed was not a valid string."); break; } GM.intel = typeOfIntel; }
public void Generate( int enemies, int civilians, GameManager.IntelType intel, GameManager.HostilityLevel hostility ) { GenerateRoom(room1Configs); GenerateRoom(room2Configs); GenerateRoom(room3Configs); GenerateRoom(room4Configs); Spawn(enemies, "EnemySpawns", new GameObject[] { enemyTarget }); Spawn(civilians, "CivilianSpawns", new GameObject[] { civilianTarget }); if (intel == GameManager.IntelType.Info) { Spawn(4, "SmallIntelSpawns", new GameObject[] { info }); Spawn(1, "LargeIntelSpawns", new GameObject[] { bmm }); Spawn(1, "SmallIntelSpawns", new GameObject[] { bomb }); } else if (intel == GameManager.IntelType.HardDrive) { Spawn(4, "SmallIntelSpawns", new GameObject[] { harddrive }); Spawn(1, "LargeIntelSpawns", new GameObject[] { bmm }); //Spawn (1, "SmallIntelSpawns", new GameObject[] { bomb }); } else { Spawn(3, "LargeIntelSpawns", new GameObject[] { bmm }); Spawn(2, "SmallIntelSpawns", new GameObject[] { bomb }); } switch (hostility) { case (GameManager.HostilityLevel.Low): backgroundSound.volume = 0.1f; break; case (GameManager.HostilityLevel.Medium): backgroundSound.volume = 0.5f; break; case (GameManager.HostilityLevel.High): backgroundSound.volume = 1; break; default: break; } backgroundSound.Play(); }
public void SetTypeOfIntel(GameManager.IntelType type) { typeOfIntel = type; }