public void ChangeTiming(TimingNames timingName) { if (timings.ContainsKey(timingName)) { curTiming = timings[timingName]; timeToGlitch = 0; } }
// Use this for initialization void Start() { SetupTimings(); texts.AddRange(GameObject.FindObjectsOfType <GlitchText>()); curTiming = timings[TimingNames.Standard]; //dEbug for now timeToGlitch = UnityEngine.Random.Range(curTiming.timeToMin, curTiming.timeToMax); }
void SetupTimings() { GlitchTiming t = new GlitchTiming(); t.timeToMin = 20f; t.timeToMax = 70f; t.sustainMin = 0.1f; t.sustainMax = 0.4f; t.textTimeMin = 2f; t.textTimeMax = 30f; t.textSustainMin = 0.03f; t.textSustainMax = 0.08f; t.name = TimingNames.Standard; timings.Add(t.name, t); t = new GlitchTiming(); t.timeToMin = 1f; t.timeToMax = 20f; t.sustainMin = 0.1f; t.sustainMax = 0.4f; t.textTimeMin = 2f; t.textTimeMax = 3f; t.textSustainMin = 0.13f; t.textSustainMax = 0.28f; t.name = TimingNames.Mystery; timings.Add(t.name, t); //THIS IS NOT DONE YET! t = new GlitchTiming(); t.timeToMin = 1f; t.timeToMax = 5f; t.sustainMin = 0.1f; t.sustainMax = 1f; t.textTimeMin = 0.01f; t.textTimeMax = 1f; t.textSustainMin = 0.01f; t.textSustainMax = 0.5f; t.name = TimingNames.Insane; timings.Add(t.name, t); //THIS IS NOT DONE YET! }