Пример #1
0
    /**
     * Sets the level, and level properties
     */
    public void SetLevelProperties(int newLevel, int mode)
    {
        //check level
        if (newLevel <= 0)
        {
            print("level is less than 0, by default will set back to 1");
            newLevel = 1;
        }

        //Set base numenemies left
        if (mode == LEVEL_MODE)
        {
            numEnemiesLeft = 5 + 3 * newLevel;
        }
        else if (mode == SURVIVAL_MODE)
        {
            numEnemiesLeft = 100000000;
        }

        //level dependent attributes
        asteroidSpeed = 1 + newLevel * 0.2f;

        //attributes for each level
        if (newLevel >= 1)
        {
            enemyClass.SetWaitTime(4.0f, 5.0f);
            asteroidClass.SetWaitTime(1.5f, 2.5f);
            powerupClass.SetWaitTime(5f, 10f);
            maxAsteroidsSpawnAtTime = 1;
            maxEnemiesSpawnAtTime   = 1;
        }
        if (newLevel >= 5)
        {
            enemyClass.SetWaitTime(3.0f, 4.0f);
            asteroidClass.SetWaitTime(1.25f, 2.0f);
        }
        if (newLevel >= 7)
        {
            enemyClass.SetWaitTime(2.5f, 3.25f);
            asteroidClass.SetWaitTime(1.25f, 1.75f);
            maxAsteroidsSpawnAtTime = 2;
        }
        if (newLevel >= 10)
        {
            enemyClass.SetWaitTime(2.5f, 3.0f);
            asteroidClass.SetWaitTime(1.0f, 1.5f);
            powerupClass.SetWaitTime(4.5f, 9f);
            maxEnemiesSpawnAtTime = 2;
        }
        if (newLevel >= 15)
        {
            enemyClass.SetWaitTime(2.0f, 2.5f);
            asteroidClass.SetWaitTime(0.75f, 1.25f);
            maxAsteroidsSpawnAtTime = 3;
        }
        if (newLevel >= 20)
        {
            enemyClass.SetWaitTime(1.75f, 2.0f);
            asteroidClass.SetWaitTime(0.65f, 1.0f);
            powerupClass.SetWaitTime(4f, 8f);
        }
        if (newLevel >= 25)
        {
            enemyClass.SetWaitTime(1.5f, 1.75f);
            asteroidClass.SetWaitTime(0.5f, 0.85f);
            maxAsteroidsSpawnAtTime = 4;
            maxEnemiesSpawnAtTime   = 3;
        }

        StartCoroutine(RecalculateFrequencies(newLevel));
    }