void Start() { // Reduce player health based on the difficulty chosen playerHealth = baseHealth - PlayerPrefsController.GetDifficultyLevel(); healthText = GetComponent <Text>(); UpdateDisplay(); }
private IEnumerator Start() { var difficultyLevel = PlayerPrefsController.GetDifficultyLevel(); if (difficultyLevel == 1) { maxSpawnDelay = 10; minSpawnDelay = 8; waitingTime = 15f; waitingtimeJabba = 20f; waitingtimeBundi = 25f; } if (difficultyLevel == 2) { maxSpawnDelay = 8; minSpawnDelay = 6; waitingTime = 12f; waitingtimeJabba = 17f; waitingtimeBundi = 22f; } if (difficultyLevel == 3) { maxSpawnDelay = 6; minSpawnDelay = 4; waitingTime = 10f; waitingtimeJabba = 15f; waitingtimeBundi = 20f; } yield return(new WaitForSeconds(waitingTime)); StartCoroutine(SpawnWave()); }
void Start() { musicPlayer = FindObjectOfType <MusicPlayer>(); volumeText.text = (volumeSlider.value * 100).ToString() + "%"; volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultyLevelWords = new string[] { "Easy", "Normal", "Hard" }; difficultySlider.value = PlayerPrefsController.GetDifficultyLevel(); }
void Awake() { attackerTier = 0; levelController = FindObjectOfType <LevelController>(); difficultyLevel = PlayerPrefsController.GetDifficultyLevel(); preparationTime -= difficultyLevel * difficultyMultiplier; currentMinSpawnDelay = minSpawnDelay; currentMaxSpawnDelay = maxSpawnDelay; }
private void Start() { playerHealth = baseHealth - PlayerPrefsController.GetDifficultyLevel(); /* * float difficulty = PlayerPrefsController.GetDifficultyLevel(); * playerHealth = playerHealth * (1 - difficulty); * playerHealth = Mathf.Round(playerHealth); */ healthText = GetComponent <Text>(); UpdateDisplay(); }
private IEnumerator Start() { var difficultyLevel = PlayerPrefsController.GetDifficultyLevel(); var levelnumber = PlayerPrefsController.getlevel(); if (levelnumber == 1) { if (difficultyLevel == 1) { maxSpawnDelay = 4; minSpawnDelay = 4; waitingTime = 10f; } if (difficultyLevel == 2) { maxSpawnDelay = 3; minSpawnDelay = 3; waitingTime = 10f; } if (difficultyLevel == 3) { maxSpawnDelay = 2; minSpawnDelay = 2; waitingTime = 10f; } } if (levelnumber == 2) { if (difficultyLevel == 1) { maxSpawnDelay = 5; minSpawnDelay = 3; waitingTime = 15f; } if (difficultyLevel == 2) { maxSpawnDelay = 4; minSpawnDelay = 2; waitingTime = 12f; } if (difficultyLevel == 3) { maxSpawnDelay = 3; minSpawnDelay = 1; waitingTime = 10f; } } yield return(new WaitForSeconds(waitingTime)); StartCoroutine(SpawnWave()); }
bool TriggeredLevelFinish = false; // bool created so that we can get out of the update function without getting stuck in looping private void Start() { var difficultyLevel = PlayerPrefsController.GetDifficultyLevel(); var levelnumber = PlayerPrefsController.getlevel(); if (levelnumber == 1 || levelnumber == 2) { if (difficultyLevel == 1) { LevelTime = 40f; } if (difficultyLevel == 2) { LevelTime = 50f; } if (difficultyLevel == 3) { LevelTime = 60f; } } if (levelnumber == 3 || levelnumber == 4 || levelnumber == 5) { if (difficultyLevel == 1) { LevelTime = 100f; } if (difficultyLevel == 2) { LevelTime = 110f; } if (difficultyLevel == 3) { LevelTime = 120f; } } }
private void SetLivesOnDifficulty() { var difficulty = PlayerPrefsController.GetDifficultyLevel(); if (difficulty == 2f) { playerLives = 1f; livesText.text = playerLives.ToString(); } else if (difficulty == 1f) { playerLives = 3f; livesText.text = playerLives.ToString(); } else if (difficulty == 0f) { noLivesMode = true; livesText.text = "∞"; } else { Debug.LogError("Invalid Difficulty Level."); } }
private void Start() { optionsScreen.SetActive(false); musicSlider.value = PlayerPrefsController.GetMusicVolume(); difficultySlider.value = PlayerPrefsController.GetDifficultyLevel(); }
// Start is called before the first frame update void Start() { musicPlayer = FindObjectOfType <MusicPlayer>(); volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficultyLevel(); }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficultyLevel(); }
private void Start() { lives = baseLives - PlayerPrefsController.GetDifficultyLevel(); livesText = GetComponent <TextMeshProUGUI>(); UpdateDisplay(); }