float GetDificultyMultiplier() { if (gameFlowManager.GetGameState() != GameFlowManager.GameState.GS_Play) { return(1.0f); } return(1.0f + gameFlowManager.m_score / 20.0f); }
private void GenerateEvents() { if (manager.GetGameState() == GameFlowManager.GameState.GS_Play) { for (int i = 0; i < 30; i++) { Events.Enqueue(Time.realtimeSinceStartup + i * 3.0f); } } }
/// <summary> /// Generates a brick in the canvas system /// </summary> /// <param name="index"></param> public void GenerateBrickInCanvas(int index) { // security check if (BrickCanvas == null) { return; } if (manager.GetGameState() != GameFlowManager.GameState.GS_Play) { return; } GameObject image = new GameObject(); image.AddComponent <RectTransform>(); image.transform.SetParent(BrickCanvas.transform); image.GetComponent <RectTransform>().position = CalculatePosition(BrickCanvas.transform.childCount); image.GetComponent <RectTransform>().rect.Set(image.GetComponent <RectTransform>().rect.x, image.GetComponent <RectTransform>().rect.y, ImageSize + ImageOffset, ImageSize + ImageOffset); switch (index) { case 0: image.AddComponent <Image>().sprite = Image_brick_001.sprite; break; case 1: image.AddComponent <Image>().sprite = Image_brick_002.sprite; break; case 2: image.AddComponent <Image>().sprite = Image_brick_003.sprite; break; case 3: image.AddComponent <Image>().sprite = Image_brick_004.sprite; break; default: break; } Bricks.Add(image); IndexPerBrick.Add(image, index); image.layer = Bricks.Count; }
// Update is called once per frame void Update() { if (manager.GetGameState() != GameFlowManager.GameState.GS_Play) { return; } TimeToSpawn -= Time.deltaTime; if (TimeToSpawn < 0.0f) { Vector3 pos = new Vector3(SpwanX, Mathf.Lerp(SpawnHeight.x, SpawnHeight.y, (float)random.NextDouble()), 0.0f); Transform plat = Instantiate(Platforms[random.Next() % Platforms.Length], pos, Quaternion.identity); TimeToSpawn = Mathf.Lerp(SpawnTime.x, SpawnTime.y, (float)random.NextDouble()); } }