public SinglePlayerMatchModeStructure(GameObject playerToSpawn, GamePlaySide playSide, GameDifficultyTypes gameDifficultyTypes, int maxScoreToWin) { this.playerToSpawn = playerToSpawn; this.playSide = playSide; this.gameDifficultyTypes = gameDifficultyTypes; this.maxScoreToWin = maxScoreToWin; }
public static Difficulty FromType(GameDifficultyTypes gameType) { var diff = new Difficulty() { GameDifficulty = gameType }; switch (diff.GameDifficulty) { case GameDifficultyTypes.EASY: diff.ShowChance = 20d.PercOf(100); diff.ShowDuration = TimeSpan.FromSeconds(7); break; case GameDifficultyTypes.HARD: diff.ShowDuration = TimeSpan.FromMilliseconds(800); diff.GameTickInterval = TimeSpan.FromMilliseconds(800); break; case GameDifficultyTypes.INSANE: diff.ShowDuration = TimeSpan.FromMilliseconds(700); diff.GameTickInterval = TimeSpan.FromMilliseconds(700); break; case GameDifficultyTypes.NIGHTMARE: diff.ShowDuration = TimeSpan.FromMilliseconds(600); diff.GameTickInterval = TimeSpan.FromMilliseconds(600); break; case GameDifficultyTypes.HELL: var ts = TimeSpan.FromMilliseconds(500); diff.ShowDuration = ts; diff.MissDuration = ts; diff.HitDuration = ts; diff.GameTickInterval = ts; break; case GameDifficultyTypes.NORMAL: default: // Nothing, we're already set break; } return(diff); }