// Use this for initialization void Start() { //folderpath = "MondrianArtPuzzle_Data/"; InputTeam.onValueChanged.AddListener(delegate { DisableIsCheck(); }); ischecked = false; solutionaccepted = false; isproceed = false; checkstarted = false; indexarea = 0; selisih = 0; max = 0; min = 0; textscore.text = "SCORE : -"; timer = 420.0f; used = new Vector2[2000];//perbaiki usedindex = 0; submitted = false; dc = GameObject.Find("DiffSave").GetComponent <DifficultyChosen> (); size = dc.size; for (int i = 0; i < scoringarray.Length; i++) { if (size == scoringarray [i].x) { textgoal.text = "GOAL : SCORE <= " + scoringarray [i].y; textrecord.text = "WORLD RECORD : " + scoringarray [i].z; goalsc = (int)scoringarray [i].y; worldrec = (int)scoringarray [i].z; } } SetGameFrames(size); }
// take in difficulty change void DifficultyChanged() { Debug.Log(difficultySlider.value); this.difficultyLevel = (int)(difficultySlider.value); // call the static method to set the level DifficultyChosen.setDifficultyLevel(this.difficultyLevel); }
//function to set the event probability based on the player's chosen difficulty //Outcome addressed: Difficulty management void setProbabilities() { //get the difficulty from a script that preserves the data from the starting scene int difficulty = DifficultyChosen.getDifficultyLevel(); //set the probability based on the difficulty number: the more difficult, the higher is the event probability switch (difficulty) { case 0: normalProbability = 20; supernaturalProbability = 25; break; case 1: normalProbability = 30; supernaturalProbability = 35; break; case 2: normalProbability = 35; supernaturalProbability = 60; break; } }
//private Vector2 moveforce; //private Vector2 rotateforce; //private Rigidbody2D camrb; void Start() { dc = GameObject.Find("DiffSave").GetComponent <DifficultyChosen> (); //camrb = cam.GetComponent<Rigidbody2D> (); }