void variableTime() { timer += 1 * Time.deltaTime; timeBetweenSpawn = waveSpeed * Mathf.Pow(wavesSpawned, 2) + waitTime; if (timeBetweenSpawn <= minTimeBetweenSpawn) { timeBetweenSpawn = minTimeBetweenSpawn; } if (timer >= timeBetweenSpawn) { if (_allWavesForLevel.Count > 0) { CreateTargetShape(_allWavesForLevel[0]); _allWavesForLevel.RemoveAt(0); } else { Debug.Log("NEXT LEVEL"); PlayerProgressSaveAndLoad.SetLevel(Mathf.Max(PlayerProgressSaveAndLoad.GetLevel(), LevelNumber + 1)); Application.LoadLevel("RoadMap"); } } }
// Update is called once per frame void Update() { foreach (GameObject node in LevelNodes) { if (PlayerProgressSaveAndLoad.GetLevel() >= node.GetComponent <NodeScript>().LevelNumber) { node.GetComponent <Image>().color = new Color(1, 1, 1, 1); } else { node.GetComponent <Image>().color = new Color(1, 1, 1, 0.5f); } if (node.GetComponent <NodeScript>().LevelNumber == currentLevel) { if (shakeEnable) { node.GetComponent <ShakeNo>().DoShake(); shakeEnable = false; } if (PlayerProgressSaveAndLoad.GetLevel() < currentLevel) { print("you have not unlocked " + currentLevel); currentLevel--; shakeEnable = true; } CurrentLevelNode = node; node.GetComponent <BreatheScript>().enabled = true; } else { node.GetComponent <BreatheScript>().enabled = false; } if (PlayerProgressSaveAndLoad.GetLevel() < currentLevel) { } /*if (node.GetComponent<NodeScript>().LevelNumber == currentLevel + 1 && currentLevel < maxLevel) * { * NextLevelNode = node; * } * if (node.GetComponent<NodeScript>().LevelNumber == currentLevel - 1 && currentLevel > minLevel) * { * PreviousLevelNode = node; * * }*/ } transform.position = new Vector3(Mathf.Lerp(transform.position.x, CurrentLevelNode.transform.position.x, speed), Mathf.Lerp(transform.position.y, CurrentLevelNode.transform.position.y, speed), transform.position.z); //when pillo 1 shaked if (Input.GetKeyDown(KeyCode.A)) { PreviousNode(); Debug.Log("previousnodeinvoked"); } //when pillo 2 shaked if (Input.GetKeyDown(KeyCode.D)) { NextNode(); Debug.Log("nextnodeinvoked"); } //when both pillo's pressed if (Input.GetKeyDown(KeyCode.W)) { SelectCurrentNode(); Debug.Log("selected"); } }