protected override float GetRandomValue(RandOption option) { switch (option) { case RandOption.SHOT_TIME: float randValue = Random.Range(1.0f - (GameController.GameLevel * 0.2f), 6.0f - (GameController.GameLevel * 0.2f)); return(randValue >= 0.5f ? randValue : 0.5f); //if (GameController.GameLevel >= 16) // return Random.Range(0.25f, 0.5f); //else if (GameController.GameLevel >= 8) // return Random.Range(0.5f, 1.0f); //else // return Random.Range(1.0f, 1.5f); case RandOption.BULLET_SPEED: return(Random.Range(0, 0.05f)); //if (GameController.GameLevel >= 16) // return Random.Range(0.1f, 0.15f); //else if (GameController.GameLevel >= 8) // return Random.Range(0.05f, 0.1f); //else // return Random.Range(0, 0.05f); default: return(0.0f); } }
private static void GetTableRandSettings(RandOption option, out int slotStart, out int slotStop, out bool copy) { copy = false; switch (option) { default: // All slotStart = 0; slotStop = -1; break; case RandOption.Regular_Only: slotStart = 0; slotStop = 1; break; case RandOption.SOS_Only: slotStart = 1; slotStop = -1; break; case RandOption.Regular_CopySOS: slotStart = 0; slotStop = 1; copy = true; break; } }
protected virtual float GetRandomValue(RandOption option) { switch (option) { case RandOption.SHOT_TIME: float randValue = Random.Range(2.0f - (GameController.GameLevel * 0.1f), 6.0f - (GameController.GameLevel * 0.1f)); return(randValue >= 1 ? randValue : 1); //if (GameController.GameLevel >= 10) // return Random.Range(1.0f, 3.0f); //else if (GameController.GameLevel >= 5) // return Random.Range(2.0f, 6.0f); //else // return Random.Range(3.0f, 9.0f); case RandOption.BULLET_SPEED: return(Random.Range(-0.025f, 0.025f)); //if (GameController.GameLevel >= 10) // return Random.Range(0.05f, 0.1f); //else if (GameController.GameLevel >= 5) // return Random.Range(0, 0.05f); //else // return Random.Range(-0.025f, 0.025f); default: return(0.0f); } }