Exemplo n.º 1
0
    public void setNewBlocksSpeed()
    {
        speedTimeInterval = slowSpeedTimeInterval + mediumSpeedTimeInterval + heightSpeedTimeInterval;
        if (_blocksSpeedIndex == 0)
        {
            gameLogicController.setBlocksSpeed(slowSpeed);
            _currentSpeedTimeInterval = slowSpeedTimeInterval;
        }

        if (_blocksSpeedIndex == 1)
        {
            gameLogicController.setBlocksSpeed(mediumSpeed);
            _currentSpeedTimeInterval = mediumSpeedTimeInterval;
        }

        if (_blocksSpeedIndex == 2)
        {
            gameLogicController.setBlocksSpeed(heightSpeed);
            _currentSpeedTimeInterval = heightSpeedTimeInterval;
        }
    }
Exemplo n.º 2
0
    void Update()
    {
        slowBonusCountLabel.text = _playerData.slowBonusCount.ToString();
        float fillAmount = ((float)_bonusRechargeTime - _currentBonusTime) / (float)_bonusRechargeTime;

        circularRechargeIndicator.fillAmount = fillAmount;

        _currentBonusTime++;
        if (_currentBonusTime >= _bonusRechargeTime)
        {
            _currentBonusTime = _bonusRechargeTime;
        }

        if (_startBonus == true)
        {
            if (_currentBonusTime >= gameBalanceData.slowBonusMaxTime)
            {
                _startBonus = false;
                gameLogicController.setBlocksSpeed(gameLogicController.blocksSpeed + _startBonusGameSpeedSlowdown);
            }
        }
    }
    public void setNewBalance()
    {
        List1Data currentStageData = _gameBalaceData.dataArray[_currentStageIndex];

        gameLogicController.setBlocksSpeed(currentStageData.Speed);

                #if UNITY_IOS
        gameLogicController.setBlocksSpeed(currentStageData.Speed * 2);
                #endif

        int spawnTime = (int)((gameLogicController._blockHeight + currentStageData.Distancebetweeneblocks) / gameLogicController.blocksSpeed);
        gameLogicController.setBlocksSpawnTime(spawnTime);
        gameLogicController.blockTasksCount = currentStageData.Taskcount;
        gameLogicController.blockType       = currentStageData.Blocktype;

        gameLogicController.randomTasksCount = true;
        if (currentStageData.Randomtaskcount == 0)
        {
            gameLogicController.randomTasksCount = false;
        }

        _currentStageTimeInterval = (int)(currentStageData.Timeinterval * 60);
    }