// Update is called once per frame void Update() { if (startNeeded){ if (currSystem != null){ DestroyImmediate(currSystem); } currApocalypse = GameObject.Find("GameController").GetComponent<GameFlowController>().currentApocalypse.GetComponent<PolygonGenerator>().apocalypseType; Debug.Log("Current Apocalypse: " + currApocalypse.ToString()); difficulty = GameObject.Find("EnemySpawner").GetComponent<EnemySpawn>().difficulty; Quaternion startRotation = Quaternion.LookRotation (new Vector3 (followDistance.x * -1 + 3, followDistance.y * -1 - 6, 0), new Vector3(0, 0, -1)); switch (currApocalypse){ case ApocalypseType.Desert: currSystem = Instantiate(sandstorm, transform.position + followDistance, startRotation) as ParticleSystem; editNeeded = true; break; case ApocalypseType.Volcano: currSystem = Instantiate(ash, transform.position + followDistance, startRotation) as ParticleSystem; break; default: currSystem = null; break; } if (currSystem != null){ currSystem.enableEmission = true; } startNeeded = false; } else if (editNeeded){ currSystem.startSpeed = 2 * difficulty+1; Debug.Log("Speed = " + currSystem.startSpeed.ToString()); editNeeded = false; } }
public void SetDifficulty() { terrain = (PolygonGenerator) GameObject.Find("GameController").GetComponent<GameFlowController>().currentApocalypse.GetComponent<PolygonGenerator>(); currentApocalypse = terrain.apocalypseType; Debug.Log("Current Apocalypse: " + currentApocalypse.ToString()); difficulty = GameObject.Find("EnemySpawner").GetComponent<EnemySpawn>().difficulty; //Debug.Log ("Difficulty: " + difficulty.ToString()); maxHazards = difficulty * 5 + 5; hazardSpawnRate = 300 - (30 * difficulty); //Debug.Log("Spawn Rate: " + hazardSpawnRate.ToString()); }
protected virtual void SetType() { apocalypseType = (int)ApocalypseType.Default; }