/// <summary> /// Starts the next round. /// </summary> public void doRoundStart () { // _currentRound_uint++; // uint currentRound_uint = _currentRound_uint; uint playerGoalsRequiredToWin = _currentRound_uint*_PLAYER_GOALS_REQUIRED_PER_ROUND_MULTIPLYER; uint cpuGoalsRequiredToLose = _CPU_GOALS_REQUIRED_PER_ROUND; Range cpuMoveSpeed_range = new Range ( Constants.PADDLE_Y_LERP_ACCELERATION_DEFAULT_MINIMUM, Constants.PADDLE_Y_LERP_ACCELERATION_DEFAULT_MAXIMUM ); //lock to one value, but you can put a range here (optional) // currentRoundDataVO = new RoundDataVO ( currentRound_uint, playerGoalsRequiredToWin, cpuGoalsRequiredToLose, cpuMoveSpeed_range ); }
/// <summary> /// Starts the next round. /// </summary> public void doRoundStart () { // _currentRound_uint++; // uint goalsRequiredToWin_uint = _currentRound_uint*_GOALS_REQUIRED_PER_ROUND; Range enemiesSpawnedAtOnce_range = new Range (1, _currentRound_uint); Range enemyHealth_range = new Range (11, 22); Range enemySpeed_range = new Range (1f, 2f); // currentRoundDataVO = new RoundDataVO ( _currentRound_uint, goalsRequiredToWin_uint, enemiesSpawnedAtOnce_range, enemyHealth_range, enemySpeed_range ); }