Esempio n. 1
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    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;
        }
    }
Esempio n. 2
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    /*
     * InitStack - creates stack to store global state
     */
    private void InitStack()
    {
        DifficultyPersister diff = FindDiff();

        if (diff != null)
        {
            frameCount = diff.MaxFrames;
        }

        pastStates = new FixedStack <ISerialDataStore[]>(frameCount);
    }
Esempio n. 3
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    /*
     * 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;
        }
    }
Esempio n. 4
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    /*
     * StartScene - creates DifficultyManager thats saved between levels,
     * And calls LoadLevel to start the begin level
     */
    public void StartScene(DifficultyPersister settings)
    {
        GameObject.DontDestroyOnLoad(settings);

        LoadLevel();
    }