private void Awake() { _currentDificulty = LevelDificulty.AClass; for (int i = 0; i < _startingTiles; i++) { Spawn(); } }
private void ChangeDifficulty() { switch (_currentDificulty) { case LevelDificulty.AClass: _currentDificulty = LevelDificulty.BClass; break; case LevelDificulty.BClass: _currentDificulty = LevelDificulty.CClass; break; case LevelDificulty.CClass: _currentDificulty = LevelDificulty.All; break; } }
public void SetDificulty(int dif = (int)LevelDificulty.Easy) { Debug.Log(dif); Global.DIFICULTY = (LevelDificulty)dif; SceneManager.LoadScene("Game"); }
void Awake() { _currentDificulty = LevelDificulty.AClass; Spawn(); }