Esempio n. 1
0
    void Start()
    {
        int currentLevel = character.GetComponent <DifficultyManager>().currentLevel;

        DifficultyManager.Levels currentLevelVars = character.GetComponent <DifficultyManager>().levels[currentLevel];

        asteroidSpeed     = Random.Range(currentLevelVars.asteroidSpeedMin, currentLevelVars.asteroidSpeedMax);
        asteroidStartTime = Random.Range(0, max - min);
    }
    private void Start()
    {
        int currentLevel = gameManager.GetComponent <DifficultyManager>().currentLevel;

        DifficultyManager.Levels currentLevelVars = gameManager.GetComponent <DifficultyManager>().levels[currentLevel];

        randomSpeed     = currentLevelVars.randomSpeed;
        rotatingBarrel  = randomParamater(currentLevelVars.rotatingChance);
        rotatingSliding = randomParamater(currentLevelVars.slidingRotatingChance);
        middleObstacle  = randomParamater(currentLevelVars.middleObstacleChance);
        hasCoin         = randomParamater(gameManager.GetComponent <DifficultyManager>().coinChance);


        if (randomPosition)
        {
            startTime = Random.Range(0, 8f);
        }
        if (randomSpeed)
        {
            speed = Random.Range(1.5f, 3f);
        }
        if (activeBarrel)
        {
            GetComponent <Animator>().SetTrigger("FlipTrigger");
            gameObject.GetComponent <Collider>().enabled = false;
        }
        if (middleObstacle)
        {
            Vector3 asteroidPosition = new Vector3(Random.Range(min, max), transform.position.y - (barrelDistance / 2), transform.position.z);
            currentAsteroid = Instantiate(asteroid, asteroidPosition, Random.rotation);
        }
        if (hasCoin)
        {
            Vector3 coinPosition = new Vector3(transform.position.x, transform.position.y - (barrelDistance / 4), transform.position.z);
            currentCoin = Instantiate(coin, coinPosition, Random.rotation);
        }
    }