private void GameInit() { score = 0; destinationsAmount = 8; currentLevel = 1; ingameUi.UpdateScore(score); lives = 10; ingameUi.UpdateLives(lives); currentParams = startingParams; // Clean up so we can rerandomize properties for next game currentlyUsedProperties.Clear(); while (currentlyUsedProperties.Count < 4) { string propertyToAdd = globalDestinationProperties[Random.Range(0, globalDestinationProperties.Count)]; currentlyUsedProperties.Add(propertyToAdd); } List <string> spawnerDestinations = new List <string>(); int i = 0; foreach (string str in currentlyUsedProperties) { Destinations[i].ClearDestinations(); Destinations[i].AddDestionations(str); spawnerDestinations.Add(str); i++; } spawner.SetNewSpawnParams(spawnerDestinations); }
public void OnSpawningFinished() { currentParams += paramsPerLevel; currentLevel++; if (currentLevel % 5 == 0) { if (destinationsAmount <= globalDestinationProperties.Count) { AddDestinations(destinationsAmount); } destinationsAmount += 4; } Invoke("NextRound", 4.0f); }
public static NpcParams operator+(NpcParams a, NpcParams b) { NpcParams npcParams = new NpcParams(); npcParams.npcAmount = a.npcAmount + b.npcAmount; npcParams.minTimeDelay = a.minTimeDelay + b.minTimeDelay; if (npcParams.minTimeDelay < 0.1) { npcParams.minTimeDelay = 0.1f; } if (npcParams.maxTimeDelay < 0.2) { npcParams.maxTimeDelay = 0.2f; } npcParams.maxTimeDelay = a.maxTimeDelay + b.maxTimeDelay; return(npcParams); }