private void OnPlayerPassedPoint(TerrainGenerator.TerrainPoint point) { // level up if (++pointsCounter > pointsPerLevel) { pointsCounter = 0; currLevel++; //every levelChageFreq levels accelarate level changing rate if (currLevel % levelChageFreq == 0) { pointsPerLevel = (int)Mathf.Clamp((float)pointsPerLevel - 1f, 3f, Mathf.Infinity); } } }
private void OnPlayerPassedPoint(TerrainGenerator.TerrainPoint point) { // EXERCISE: Process player success level. }
private void OnPlayerPassedPoint(TerrainGenerator.TerrainPoint point) { currentPlayerPatternName = point.patternName; }