private void OnRoundBegun(OnRoundBegunEventArgs args) { StopAllCoroutines(); var pref = PlayerPrefs.GetInt(PlayerPrefsKeys.SNAKE_MOVEMENT, 0); var update = pref == 0 ? FollowUpdate() : JoystickUpdate(); StartCoroutine(update); }
private void UpdateRoundDisplay(OnRoundBegunEventArgs args) { display.SetActive(true); text.text = $"Round {args.currentRound} of {args.roundCount}"; StopAllCoroutines(); StartCoroutine(DisableUpdate()); }
private void OnRoundBegun(OnRoundBegunEventArgs args) { //spawnDelay = 1.0f / (0.5f + ((args.roundIndex) * SPAWN_DELAY_GROWTH_FACTOR)); StartCoroutine(EnemySpawnUpdate(args.roundIndex)); }
private void UpdateStat(OnRoundBegunEventArgs args) { Value = BaseValue + Growth * (args.roundIndex) + Random.Range(-0.1f, 0.1f); }