private void GameSettingsLoaded(GameParemeters gameParemeters) { _speedWithoutSouls = gameParemeters.playerSpeed; _speedWithSouls = gameParemeters.playerSpeedWhenTargetingSouls; _curentSpeed = _speedWithoutSouls; _playerLifesCount = gameParemeters.playerLifes; speedUpDuration = gameParemeters.speedUpDuration; maxVelocity = gameParemeters.maxIceVelocitySpeed; playerPushFromHolyWallForce = gameParemeters.pushFromHolyWallForce; if (!GameEconomy.curentItem) { return; } _speedWithoutSouls = GameEconomy.curentItem.TryModifyParameter(GameParameter.PlayerSpeed, _speedWithoutSouls); _playerLifesCount = (int)GameEconomy.curentItem.TryModifyParameter(GameParameter.PlayerLifesCount, _playerLifesCount); }
private void ApplySettings(GameParemeters gameParemeters) { _playerRadar.radius = gameParemeters.playerDetectionDistance; _soulRadar.radius = gameParemeters.soulDetectionDistance; _maxSpeed = 1f; _accelerationDuration = gameParemeters.accelerationDuration; _slowdownDuration = gameParemeters.slowdownDuration; _weightCurve = gameParemeters.behaviourWeightByDistanceCurve; _randomWalkingSpeed = gameParemeters.soulWalkingSpeed / 100f; _randomWalkingChangeDirectionPeriod = gameParemeters.soulWalkingChangeDirectionPeriod; _energyAfterDie = gameParemeters.energyForCatchSoul; navMeshAgent.speed = _randomWalkingSpeed; if (GameEconomy.curentItem) { foreach (ChangingParameter changingParameter in GameEconomy.curentItem.changingParameters) { TryAddBonusToParameter(changingParameter); } } }
private void GameSettingsLoaded(GameParemeters gameParemeters) { Debug.Log("Настройки игры загружены!"); _gameParemeters = gameParemeters; _gameTime = (int)gameParemeters.gameTime; _needEnergyToCompleteLevel = (int)gameParemeters.neededEnergy; if (GameEconomy.curentItem) { _gameTime = (int)GameEconomy.curentItem.TryModifyParameter(GameParameter.GameTime, _gameTime); } Application.targetFrameRate = 60; if (_startFromPause) { SetPauseEnabled(); } else { SetPauseDisabled(); } FindAndStartListeningSouls(); StopCoroutine("Timer"); if (_gameTime != -1) { StartCoroutine("Timer"); } else { AddEnergy(0); GameTimerChanged?.Invoke(-1); } }
private void ApplySettings(GameParemeters gameParemeters) { _playerRadarRingUI.localScale = new Vector3(_playerRadarRingUI.localScale.x * 2, 1f, gameParemeters.playerDetectionDistance * 2); _soulRadarRingUI.localScale = new Vector3(gameParemeters.soulDetectionDistance * 2, 1f, gameParemeters.soulDetectionDistance * 2); }
private void GameSettingsLoaded(GameParemeters gameParemeters) { ApplySettings(gameParemeters); }
private void GameSettingsLoaded(GameParemeters gameParemeters) { _smooth = gameParemeters.cameraSmoothPosition; _gameSettings = gameParemeters; SetHeight(); }