// Update is called once per frame void Update() { if (triggeredLevelFinished) { return; } GetComponent <Slider>().value = Time.timeSinceLevelLoad / levelTime; bool timeFinished = (Time.timeSinceLevelLoad >= levelTime); if (timeFinished) { FindObjectOfType <LevelController>().LevelTimerFinished(); triggeredLevelFinished = true; } if (PlayerPrefsController.GetDifficulty() == 1) { levelTime = 30f; } if (PlayerPrefsController.GetDifficulty() == 2) { levelTime = 50f; } }
private void Start() { lives = baseLives - PlayerPrefsController.GetDifficulty(); livesText = GetComponent <Text>(); UpdateDisplay(); print("difficulty setting is " + PlayerPrefsController.GetDifficulty()); }
private void Start() { life = baseLife - PlayerPrefsController.GetDifficulty(); textLife = GetComponent <Text>(); levelController = FindObjectOfType <LevelController>(); dangerLife = life / 2; }
void Start() { health = baseLives - Mathf.FloorToInt(PlayerPrefsController.GetDifficulty() * (baseLives - 1)); Debug.Log("difficulty setting currently is " + PlayerPrefsController.GetDifficulty()); healthText = GetComponent <Text>(); UpdateDisplay(); }
void Start() { playerHealth = basePlayerHealth - PlayerPrefsController.GetDifficulty(); healthText = GetComponent <Text>(); UpdateDisplay(); Debug.Log("Is: " + PlayerPrefsController.GetDifficulty()); }
private void AdjustDifficulty() { float difficultyIncreasesValue = 1f; float difficultyDecreasesValue = 1f; switch (PlayerPrefsController.GetDifficulty()) { case 0: difficultyIncreasesValue = 0.5f; difficultyDecreasesValue = 1.5f; break; case 1: difficultyIncreasesValue = 1f; difficultyDecreasesValue = 1f; break; case 2: difficultyIncreasesValue = 1.5f; difficultyDecreasesValue = 1f; break; case 3: difficultyIncreasesValue = 2f; difficultyDecreasesValue = 0.5f; break; default: break; }// end of switch health = Mathf.RoundToInt(baseHealth * difficultyDecreasesValue); stars = Mathf.RoundToInt(baseStars * difficultyDecreasesValue); levelDuration = Mathf.RoundToInt(baseLevelDuration * difficultyIncreasesValue); }
IEnumerator Start() { adjustedDelay = maxSpawnDelay - PlayerPrefsController.GetDifficulty(); Debug.Log("Playing at difficulty" + adjustedDelay); var startTime = Time.time; while (spawn) {//while spawn is true if (timer < 15) { timer = Time.time - startTime; } yield return(new WaitForSeconds(UnityEngine.Random.Range(minSpawnDelay, adjustedDelay))); //SpawnAttacker(); //Debug.Log("scene index is"+ SceneManager.GetActiveScene().buildIndex); if (timer < 15 && SceneManager.GetActiveScene().buildIndex >= 26) { //Debug.Log($"Timer: {timer}. RealTime: {Time.time - startTime}. Don't spawn. "); continue; } //else if (timer < 25 && SceneManager.GetActiveScene().buildIndex == 27) //{ // Debug.Log($"Timer: {timer}. RealTime: {Time.time - startTime}. Don't spawn. "); // continue; //} SpawnAttacker(); } }
void Start() { lives = baseLives - PlayerPrefsController.GetDifficulty(); livesText = GetComponent <Text>(); //hiển thị số lượng mạng lên màn hình UpdateDisplay(); Debug.Log("Difficulty is : " + PlayerPrefsController.GetDifficulty()); }
private void Start() { _lives = _baseLives - PlayerPrefsController.GetDifficulty(); _livesText = GetComponent <Text>(); UpdateDisplay(); }
// Start is called before the first frame update void Start() { musicPlayer = FindObjectOfType <MusicPlayer>(); volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficulty(); }
// Start is called before the first frame update void Start() { Debug.Log(PlayerPrefsController.GetDifficulty()); startingHealth = Mathf.RoundToInt(100 / PlayerPrefsController.GetDifficulty()); playerHealthText = GetComponent <PlayerHealth>().GetComponent <Text>(); UpdatePlayerHealthDisplay(); }
// Start is called before the first frame update void Start() { currentHealth = maxHealth; maxHealth *= (int)PlayerPrefsController.GetDifficulty(); damage *= (int)PlayerPrefsController.GetDifficulty(); baseDamage *= (int)PlayerPrefsController.GetDifficulty(); }
void Start() { playerHealth = baseHealth - PlayerPrefsController.GetDifficulty(); healthText = GetComponent <Text>(); UpdateDisplay(); Debug.Log("difficulty setting currently is " + PlayerPrefsController.GetDifficulty()); }
void Start() { difficulty = (int)PlayerPrefsController.GetDifficulty(difficulty); stars = starsAtLowestDifficulty / difficulty; starText = GetComponent <Text>(); UpdateDisplay(); }
private void Start() { lvlModification(); playerLivesText = GetComponent <Text>(); Debug.Log("DIFFICULTY LEVEL: " + PlayerPrefsController.GetDifficulty() + " PLAYER LIVES: " + playerLives); displayUpdate(); }
public DifficultyLevel[] GetDifficultyLevels() { difficultySetting = PlayerPrefsController.GetDifficulty(); if (difficultySetting == 0) { Debug.Log("easy levels"); return(easyDifficultyLevels); } else if (difficultySetting == 1) { Debug.Log("normal levels"); return(normalDifficultyLevels); } else if (difficultySetting == 2) { Debug.Log("hard levels"); return(hardDifficultyLevels); } else { Debug.LogError("Difficulty Setting is wrong, setting to normal difficulty"); PlayerPrefsController.SetDifficulty(1); return(normalDifficultyLevels); } }
// Start is called before the first frame update void Start() { lives = baseLives - PlayerPrefsController.GetDifficulty(); livesText = GetComponent <Text>(); UpdateDisplay(); Debug.Log("Difficulty setting currently is " + PlayerPrefsController.GetDifficulty()); }
void Start() { lives -= PlayerPrefsController.GetDifficulty() * 2; livesText = GetComponent <TextMeshProUGUI>(); UpdateText(); level = FindObjectOfType <LevelController>(); }
private void Start() { baseHealth = PlayerPrefsController.GetDifficulty(); healthDisplay = FindObjectOfType <BaseHealthDisplay>(); healthDisplay.UpdateHealthDisplay(baseHealth); }
void Start() { fltlives = fltbaselives - PlayerPrefsController.GetDifficulty(); txtLives = GetComponent <Text>(); UpdateDisplay(); UnityEngine.Debug.Log("Difficulty Setting Is Presently " + PlayerPrefsController.GetDifficulty()); } // Start()
private void Awake() { if (PlayerPrefsController.GetDifficulty() == 1) { gameObject.SetActive(false); } }
void Start() { spawnTimerMin = spawnTimerMin / PlayerPrefsController.GetDifficulty(); spawnTimerMax = spawnTimerMax / PlayerPrefsController.GetDifficulty(); Invoke("DelayAndStart", spawnDelay); }
// Start is called before the first frame update void Start() { // sets the slider value to whatever is stored in the master volume method volumeSlider.value = PlayerPrefsController.GetMasterVolume(); // sets the slider value to whatever is stored in the difficulty method difficultySlider.value = PlayerPrefsController.GetDifficulty(); }
private void Start() { livesText = GetComponent <TextMeshProUGUI>(); var difficulty = PlayerPrefsController.GetDifficulty(); switch (difficulty) { case 1: { totalLives = 100; break; } case 2: { totalLives = 75; break; } case 3: { totalLives = 50; break; } default: { totalLives = 75; break; } } UpdateLives(); }
private void LaunchOnMouseClick() { if (Input.GetMouseButton(0)) { hasStarted = true; rigidBody2D.velocity = new Vector2(xPush, yPush - ((2 - PlayerPrefsController.GetDifficulty()) * 5)); } }
private void Start() { levelLoader = FindObjectOfType <LevelLoader>(); musicPlayer = FindObjectOfType <MusicPlayer>(); volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = (float)PlayerPrefsController.GetDifficulty(); }
private void AddJustHealthToDifficulty() { baseHealth = (int)(baseHealth / PlayerPrefsController.GetDifficulty()); if (baseHealth <= 0) { baseHealth = 1; } }
// Start is called before the first frame update void Start() { float healthInFloat = (float)health; health = health - (int)(healthInFloat * PlayerPrefsController.GetDifficulty()); healthText = GetComponent <Text>(); UpdateDisplay(); }
private void Start() { volumeSlider.onValueChanged.AddListener(SetVolume); difficultySlider.onValueChanged.AddListener(SetDifficulty); volumeSlider.value = PlayerPrefsController.GetVolume(); difficultySlider.value = PlayerPrefsController.GetDifficulty(); }
void Start() { var difficulty = (int)PlayerPrefsController.GetDifficulty(); lives = Mathf.CeilToInt(GetHalf(baseLives, difficulty)); label = GetComponent <TMP_Text>(); UpdateDisplay(); }