//////////////////////////////////////////////////////////// public float GetGameValue(EGame_Values_Keys key) { switch (key) { case EGame_Values_Keys.DIFFICULTY: return((float)gameValues.difficulty); case EGame_Values_Keys.ENEMY_SPAWN_MODIFIER: return(gameValues.enemySpawnModifier); case EGame_Values_Keys.PLAYER_HEALTH_MODIFIER: return(gameValues.playerHealthModifier); case EGame_Values_Keys.ENEMY_SPAWN_LIMIT: return(gameValues.enemySpawnLimit); case EGame_Values_Keys.COIN_MODIFIER: return(gameValues.coinModifier); case EGame_Values_Keys.LEVEL_SELECTED: return(gameValues.levelSelected); default: return(404.0f); } }
//////////////////////////////////////////////////////////// public void ChangeGameValue(EGame_Values_Keys key, float _value) { switch (key) { case EGame_Values_Keys.DIFFICULTY: gameValues.difficulty = (int)_value; switch (gameValues.difficulty) { case 0: gameValues.enemySpawnModifier = 1.2f; gameValues.enemySpawnLimit = 1.2f; gameValues.playerHealthModifier = 2.0f; gameValues.coinModifier = 0.3f; break; case 1: gameValues.enemySpawnModifier = 1.0f; gameValues.enemySpawnLimit = 1.0f; gameValues.playerHealthModifier = 1.0f; gameValues.coinModifier = 1.0f; break; case 2: gameValues.enemySpawnModifier = 0.7f; gameValues.enemySpawnLimit = 0.7f; gameValues.playerHealthModifier = 0.5f; gameValues.coinModifier = 1.3f; break; } break; case EGame_Values_Keys.ENEMY_SPAWN_MODIFIER: gameValues.enemySpawnModifier = _value; break; case EGame_Values_Keys.ENEMY_SPAWN_LIMIT: gameValues.enemySpawnModifier = _value; break; case EGame_Values_Keys.PLAYER_HEALTH_MODIFIER: gameValues.playerHealthModifier = _value; break; case EGame_Values_Keys.LEVEL_SELECTED: gameValues.levelSelected = (int)_value; break; } }