Esempio n. 1
0
 private void HandleEmotions(Emotion previousEmotion, Emotion emotion)
 {
     if (Emotion.Neutral.Equals(emotion) || Emotion.Relaxed.Equals(emotion) || Emotion.Tired.Equals(emotion))
     {
         if (m_HardModeHandler.hardModeEnabled)
         {
             return;
         }
         m_HardModeHandler.Enable();
         m_HardModeStartTime    = Time.time;
         enemySpawner.enemies   = levels[currentLevel].specialEnemies;
         enemySpawner.spawnTime = levels[currentLevel].spawnRate / 2;
     }
     else if (emotion.Equals(Emotion.Angry))
     {
         enemySpawner.enemies   = levels[currentLevel].enemies;
         enemySpawner.spawnTime = levels[currentLevel].spawnRate;
         m_HardModeHandler.Disable();
     }
     else if (Emotion.Scared.Equals(emotion))
     {
         if (!Emotion.Scared.Equals(previousEmotion))
         {
             return;
         }
         enemySpawner.enemies   = levels[currentLevel].enemies;
         enemySpawner.spawnTime = levels[currentLevel].spawnRate;
         m_HardModeHandler.Disable();
     }
 }
Esempio n. 2
0
 private void HandleEmotion(Emotion previousEmotion, Emotion emotion)
 {
     Debug.Log(emotion);
     if (Progress.instance.IsLevelLoading || GameManager.instance.gameEnded || GameManager.instance.gamePaused)
     {
         return;
     }
     //TODO: Handle emotion (if bored or neutral spawn extra wave)
     if (emotion.Equals(Emotion.Happy) ||
         emotion.Equals(Emotion.Neutral) ||
         emotion.Equals(Emotion.Relaxed) ||
         emotion.Equals(Emotion.Tired))
     {
         SpawnWave();
     }
 }