void ChangeDifficulty() { CheckEarlyReverse(); if (Time.time - phaseStartTime > phaseLengths[difficulty]) { if (difficulty < 3) { // Normal phase change difficulty++; StageMusicCtrl.MoveNext(); StageMusicCtrl.PlaySetup(); Debug.Log("Change to phase " + difficulty); if (onPhaseChange != null) { onPhaseChange(); } phaseStartTime = Time.time + phaseChangeTime; Invoke("PlayStageWrapper", phaseChangeTime); } else if (difficulty == 3) { // Reverse phase start ReversePhaseStart(); } else if (difficulty == 4) { // Game Over GameOver(); } } }
public void GameOver() { gameOvered = true; if (onGameOver != null) { onGameOver(); } StageMusicCtrl.MoveNext(); StageMusicCtrl.PlayStage(); framewiseAction = null; //Invoke("LoadLevel", 20f); }
public void GameStart() { gameStarted = true; difficulty = 0; phaseStartTime = Time.time; framewiseAction = ChangeDifficulty; if (onGameStart != null) { onGameStart(); } StageMusicCtrl.MoveNext(); StageMusicCtrl.PlayStage(); //onPhaseChange(); }
void ReversePhaseStart() { gameStarted = true; enemyInward = false; difficulty = 4; framewiseAction = ChangeDifficulty; phaseStartTime = Time.time; StageMusicCtrl.JumpToFinal(); StageMusicCtrl.PlayStage(); if (onReversePhaseStart != null) { onReversePhaseStart(); } }
void PlayStageWrapper() { StageMusicCtrl.PlayStage(); }