WaveCompleted() public method

public WaveCompleted ( ) : void
return void
Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        UnlockNextLevel(requiredScore);

        //Debug.Log(waveSpawner.waves[0].spawnRate);

        // Debug.Log(nextLevelScore.requiredScore);

        nextLevelScore.requiredScore = requiredScore;
        //Debug.Log(waveSpawner.waves[0].spawnRate);

        //Debug.Log(waveCount);

        if (Input.GetKeyDown(KeyCode.G))
        {
            // Instantiate(nextWave);
        }

        if (score.score >= 3000 && waveCount == 0)
        {
            waveSpawner.WaveCompleted();
            waveCount++;
        }
        if (score.score >= 7000 && waveCount == 1)
        {
            waveSpawner.WaveCompleted();
            waveCount++;
        }
        if (score.score >= 12000 && waveCount == 2)
        {
            waveSpawner.WaveCompleted();
            waveCount++;
        }
        if (score.score >= 15000 && waveCount == 3)
        {
            waveSpawner.WaveCompleted();
            waveCount++;
        }

        if (score.kills > 10 && score.kills < 20)
        {
        }

        /*
         * if (score.score > increaseSpawnRateAt[0] && score.score < increaseSpawnRateAt[1])
         * {
         *  waveSpawner.waves[0].spawnRate = increasedSpawnRate[0];
         * }
         * else if (score.score > increaseSpawnRateAt[1] && score.score < increaseSpawnRateAt[2])
         * {
         *  waveSpawner.waves[0].spawnRate = increasedSpawnRate[1];
         * }
         * else if (score.score > increaseSpawnRateAt[2] && score.score < increaseSpawnRateAt[3])
         * {
         *  waveSpawner.waves[0].spawnRate = increasedSpawnRate[2];
         * }
         */
    }
Exemplo n.º 2
0
 void Start()
 {
     waveSpawner.WaveCompleted();
 }