//public GameObject EnemyProjectile; //float spawnLocation; void Start() { newEnemyLevel = Spawning.currentLevel; currentEnemyLevel = newEnemyLevel; x = Random.Range(-6.20f, 6.20f); myTransform = transform; myTransform.position = new Vector3(x, y, z); moveSpeed = Random.Range(minSpeed, maxSpeed); }
void LevelMusic() { //if ((SpacePlayer.score > (int)levels.LEVEL_1) && (SpacePlayer.score < (int)levels.LEVEL_2)) //{ // levelMusicStates[1].SetValue(); //} //else if((SpacePlayer.score > (int)levels.LEVEL_2) && (SpacePlayer.score < (int)levels.LEVEL_3)) //{ // levelMusicStates[2].SetValue(); //} //else if ((SpacePlayer.score > (int)levels.LEVEL_3) && (SpacePlayer.score < (int)levels.LEVEL_4)) //{ // levelMusicStates[3].SetValue(); //} Spawning.EnemyLevel playing_level = Spawning.currentLevel; switch ((int)playing_level) { case ((int)levels.LEVEL_2): levelMusicStates[1].SetValue(); return; case ((int)levels.LEVEL_3): levelMusicStates[2].SetValue(); return; case ((int)levels.LEVEL_4): levelMusicStates[3].SetValue(); return; case ((int)levels.LEVEL_FINAL): levelMusicStates[4].SetValue(); return; default: return; } //switch(SpacePlayer.score) //{ // case (int)levels.LEVEL_2: // if(SpacePlayer.score >= (int)levels.LEVEL_2) // { // levelMusicStates[1].SetValue(); // } // return; // case (int)levels.LEVEL_3: // if (SpacePlayer.score >= (int)levels.LEVEL_3) // { // levelMusicStates[2].SetValue(); // } // return; // case (int)levels.LEVEL_4: // if (SpacePlayer.score >= (int)levels.LEVEL_4) // { // levelMusicStates[3].SetValue(); // } // return; // case (int)levels.LEVEL_FINAL: // if (SpacePlayer.score >= (int)levels.LEVEL_FINAL && Spawning.enemiesInArea.Count == 0) // { // levelMusicStates[4].SetValue(); // } // return; // default: // return; //} }