// Start is called before the first frame update void Start() { detectZone = GetComponent <BoxCollider2D>(); needLockCounter.InitAmmoCounter(needLock); }
public override void Start() { base.Start(); //Do not erase this line! //speed and music switch (bpm) { case 60: CrosshairController.instance.movementSpeed = slowSpeed; soundManager.Play("CouteauxTires_60BPM"); break; case 80: CrosshairController.instance.movementSpeed = medSpeed; soundManager.Play("CouteauxTires_80BPM"); break; case 100: CrosshairController.instance.movementSpeed = fastSpeed; soundManager.Play("CouteauxTires_100BPM"); break; case 120: CrosshairController.instance.movementSpeed = superSpeed; soundManager.Play("CouteauxTires_120BPM"); break; default: break; } //Debug.Log("crh Speed: " + CrosshairController.instance.movementSpeed); switch (currentDifficulty) { case Difficulty.EASY: numberOfEnemies = 3; //ammo = numberOfEnemies; break; case Difficulty.MEDIUM: numberOfEnemies = 4; doSuperEnemySpawning = DecideSuperEnemySpawn(); //if (doSuperEnemySpawning) // ammo = numberOfEnemies + 1; //else // ammo = numberOfEnemies; break; case Difficulty.HARD: numberOfEnemies = 5; doSuperEnemySpawning = DecideSuperEnemySpawn(); //if (doSuperEnemySpawning) // ammo = numberOfEnemies + 1; //else // ammo = numberOfEnemies; break; } ammo = numberOfEnemies + 1; if (doSuperEnemySpawning) { ammo++; } ammoCount.InitAmmoCounter(ammo); InstantiateSpawner(spawnSets[(int)currentDifficulty]); //timeTick.InitAmmoCounter(8); //Debug.Log("Ammo left: " + ammo); //Debug.Log(Tick); }