// Use this for initialization void Start() { Random = new System.Random(); GameLogic = GameObject.Find("Gameplay Logics").GetComponent <GHGameLogic>(); f_Timer = 0; f_SpawnDelayTimer = 0; i_randValue = 0; i_spawnCount = 0; b_Spawning = false; //Set Default Combo State combo_state = COMBO_TYPE.COMBO_DOUBLE; //Set number of beats left for each player if (f_SpawnTime == 0) { f_SpawnTime = 0.6f; } // It needs to know how many notes it needs to spawn i_numBeatsLeft = (int)(GameLogic.GetGameTime() / f_SpawnTime); // Tells the Gameplay how much score a player can get in a game GameLogic.SetMaxScore(i_numBeatsLeft * MusicBar.GetMaxScore()); }
/* * Function Name : Ser Combo * Author : Wayne * params : null * Return : void * * Description : Uses RNG to get a combo for SpawnNote(int combo) to use */ void SetCombo() { i_randValue = Random.Next(1, 37); if (!b_Spawning) { if (i_randValue < 2) { combo_state = COMBO_TYPE.COMBO_PENTA; } else if (i_randValue > 2 && i_randValue <= 7) { combo_state = COMBO_TYPE.COMBO_QUAD; } else if (i_randValue > 7 && i_randValue <= 17) { combo_state = COMBO_TYPE.COMBO_TRIPLE; } else if (i_randValue > 17 && i_randValue <= 37) { combo_state = COMBO_TYPE.COMBO_DOUBLE; } } SpawnNote((int)combo_state); }