// Start is called before the first frame update void Start() { //begins in easy with the speed at default and spawn time at default timer = 0; lastSpawnTime = 0; spawnTime = baseSpawnTime; state = difficultyState.easy; BeamMovement.speed = BeamMovement.startSpeed; }
// Update is called once per frame void Update() { //if the speed is less than the max speed, increase every frame timer += Time.deltaTime; if (BeamMovement.speed < BeamMovement.maxSpeed) { BeamMovement.speed += Time.deltaTime / 2; } //increasing the spawn rate every frame as well spawnTime = baseSpawnTime / (BeamMovement.speed / BeamMovement.startSpeed); //spawn layer of beams if (timer >= lastSpawnTime + spawnTime) { lastSpawnTime = timer; SpawnRandomBeamLayer(); } //switch to meduim difficuty if (timer >= mediumTime && timer < hardTime) { Debug.Log("Medium"); state = difficultyState.medium; } //switch to hard difficulty else if (timer >= hardTime && timer < expertTime) { Debug.Log("hard"); state = difficultyState.hard; } //switch to expert difficulty else if (timer >= expertTime) { Debug.Log("expert"); state = difficultyState.expert; } //stay at easy difficulty in beginning else { Debug.Log("easy"); state = difficultyState.easy; } }