// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (worldSide == playerRot.Up) { worldSide = playerRot.Down; } else if (worldSide == playerRot.Down) { worldSide = playerRot.Up; } Camera.main.gameObject.GetComponent <Animator>().SetTrigger("Stroke"); soundMng.SetCurrentEffect(switchFX); ChangeWorldGravity(); } if (Time.time > nextFire && !gameOver && startGame) { nextFire = Time.time + fireRate; distance++; ui.UpdateDistance(distance); } if (distance > 150) { difficuly = Difficuly.Hard; } else if (distance > 50 && distance < 150) { difficuly = Difficuly.Medium; } // ele if(distance >50) difficuly = Difficuly.Easy; if (distance > nextVelocityChange) { platformVelicity.x -= 0.02f; nextVelocityChange += nextVelocityOffSet; } }
void InitializeFirstLevel() { // Select difficult session based on minigame foreach (Difficuly session in difficultySessions) { if (session.difficulty == minigame.difficulty) { currentDifficulty = session; break; } } if (currentDifficulty == null && difficultySessions != null && difficultySessions.Count > 0) currentDifficulty = difficultySessions[0]; Invoke ("nextLevel", 1 /*minigame.GetCurrentDialogueDuration()*/); }