public void SetDifficulty(float scaler) { lastDifficultyScaler = scaler; lastDifficulty = difficulty = Difficulty.UNSPECIFIED; // Update ennemies EnnemySystem.SetDifficulty(difficultyScaler); }
public void SetDifficulty(Difficulty difficulty) { lastDifficulty = difficulty; lastDifficultyScaler = difficultyScaler = GetDifficultyScaler(difficulty); // Update ennemies EnnemySystem.SetDifficulty(difficultyScaler); }
private void StartBoss() { // Spawn boss bossSpawned = true; GameObject boss = Instantiate(bossObject, bossSpawnLocation.transform); boss.GetComponent <AimSystem_Prediction>().fixedTarget = playerSystem.gameObject; wall.SetActive(true); playerRespawnTeleporter.SetActive(true); bossHealthBar.GetComponent <HealthBarUI>().health = boss.GetComponent <HealthSystem>(); bossHealthBar.SetActive(true); EnnemySystem bossEnnemySystem = boss.GetComponent <EnnemySystem>(); bossEnnemySystem.weapon = new WeaponB_AssaultRifle(); bossEnnemySystem.OnDied += BossEnemySystem_OnDied; levelSystem.OnPlayerFall += LevelSystem_OnPlayerFall; }
private void Start() { ennemySystem = GetComponent <EnnemySystem>(); }