void Start() { lives = (baseLives - PlayerPrefController.GetDifficulty()); liveText = GetComponent <Text>(); UpdateDisplay(); //Debug.Log("Get Your Difficulty" + PlayerPrefController.GetDifficulty()); }
// Start is called before the first frame update void Start() { if (SettingsMenu) { volumeSlider.value = PlayerPrefController.GetMasterVolume(); difficultySlider.value = PlayerPrefController.GetDifficulty(); } musicConfigurator = FindObjectOfType <MusicConfigurator>(); }
private void DifficultyCurve() { float nPD = (penaltyDMG) / 3.0f; nPD = nPD * PlayerPrefController.GetDifficulty(); penaltyDMG = Mathf.RoundToInt(nPD); if (enemyType == EnemyType.Looter) { float heath = GetComponent <Health>().health; heath /= 3.0f; heath *= PlayerPrefController.GetDifficulty(); GetComponent <Health>().health = heath; } }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefController.GetMasterVolume(); diffulctySlider.value = PlayerPrefController.GetDifficulty(); }
// Start is called before the first frame update IEnumerator Start() { while (spawn) { yield return(new WaitForSeconds(UnityEngine.Random.Range(minSpawnDelay, maxSpawnDelay - PlayerPrefController.GetDifficulty()))); SpawnAttacker(); } }