public float fadeRate; //IM /* * Start - Sets the max value, and penalty frames */ void Start() { timeBar.maxValue = globalState.frameCount; DifficultyPersister diff = FindDiff(); if (diff != null) { DeathPenaltyFrames = diff.FramePenalty; } }
/* * InitStack - creates stack to store global state */ private void InitStack() { DifficultyPersister diff = FindDiff(); if (diff != null) { frameCount = diff.MaxFrames; } pastStates = new FixedStack <ISerialDataStore[]>(frameCount); }
/* * Update - checks for jump input only when dead */ void Update() { if (jumpTriggersRestart && input.JumpDown()) { DifficultyPersister diff = FindDiff(); if (diff != null && diff.modeName == "normal") { diff.MaxFrames += 90; //1.5 seconds } Scene scene = SceneManager.GetActiveScene(); SceneManager.LoadScene(scene.name); } else if (mayProcceed && input.JumpDown()) { nextScene.allowSceneActivation = true; } }
/* * StartScene - creates DifficultyManager thats saved between levels, * And calls LoadLevel to start the begin level */ public void StartScene(DifficultyPersister settings) { GameObject.DontDestroyOnLoad(settings); LoadLevel(); }