示例#1
0
 // Start is called before the first frame update
 void Start()
 {
     detectZone = GetComponent <BoxCollider2D>();
     needLockCounter.InitAmmoCounter(needLock);
 }
            public override void Start()
            {
                base.Start(); //Do not erase this line!

                //speed and music
                switch (bpm)
                {
                case 60:
                    CrosshairController.instance.movementSpeed = slowSpeed;
                    soundManager.Play("CouteauxTires_60BPM");
                    break;

                case 80:
                    CrosshairController.instance.movementSpeed = medSpeed;
                    soundManager.Play("CouteauxTires_80BPM");
                    break;

                case 100:
                    CrosshairController.instance.movementSpeed = fastSpeed;
                    soundManager.Play("CouteauxTires_100BPM");
                    break;

                case 120:
                    CrosshairController.instance.movementSpeed = superSpeed;
                    soundManager.Play("CouteauxTires_120BPM");
                    break;

                default:
                    break;
                }
                //Debug.Log("crh Speed: " + CrosshairController.instance.movementSpeed);
                switch (currentDifficulty)
                {
                case Difficulty.EASY:
                    numberOfEnemies = 3;
                    //ammo = numberOfEnemies;
                    break;

                case Difficulty.MEDIUM:
                    numberOfEnemies      = 4;
                    doSuperEnemySpawning = DecideSuperEnemySpawn();

                    //if (doSuperEnemySpawning)
                    //    ammo = numberOfEnemies + 1;
                    //else
                    //    ammo = numberOfEnemies;

                    break;

                case Difficulty.HARD:
                    numberOfEnemies      = 5;
                    doSuperEnemySpawning = DecideSuperEnemySpawn();

                    //if (doSuperEnemySpawning)
                    //    ammo = numberOfEnemies + 1;
                    //else
                    //    ammo = numberOfEnemies;

                    break;
                }

                ammo = numberOfEnemies + 1;
                if (doSuperEnemySpawning)
                {
                    ammo++;
                }

                ammoCount.InitAmmoCounter(ammo);
                InstantiateSpawner(spawnSets[(int)currentDifficulty]);
                //timeTick.InitAmmoCounter(8);
                //Debug.Log("Ammo left: " + ammo);
                //Debug.Log(Tick);
            }