// ------------------------------------------------------- // // Game Round Begin // 1. Spawn Random Enemies // ------------------------------------------------------- // void SpawnNewRound() { ClearOldRoundData(); _roundNumber++; _difficultyScale = DifficultyCurve.Evaluate(_roundNumber / MaxRound); Debug.Log(_difficultyScale); // Round Paramaters int numEnemies = 2 + (int)Mathf.Round((_difficultyScale) * 1); float minSize = 1; float maxSize = _randomRange - _difficultyScale * 1; float minAreaSize = (_randomRange + minSize) + _difficultyScale * 2; float roundTime = 5 * _difficultyScale; Vector2 center = GetLevelStartPos(); for (int i = 0; i < numEnemies; i++) { Vector2 randUnit = Random.insideUnitCircle; Vector2 offset = randUnit * (maxSize - minSize + 1) + randUnit * minSize; CircleController obj = SpawnCircle(offset + center); obj.color = Color.red; Enemies.Add(obj); } roundPlaying = true; // Start Area AreaController.StopScaleDown(); AreaController.SyncPosition(MC.transform.position); AreaController.BeginScaleDown(minAreaSize, roundTime, () => { roundPlaying = false; GameOver(); }); }