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); } }