示例#1
0
    public void SetHostilityLevel()
    {
        string level = hostilityLabel.text;

        switch (level)
        {
        case "Low Hostility":
            hostilityLevel = GameManager.HostilityLevel.Low;
            Debug.Log("Low Hostility");
            break;

        case "Medium Hostility":
            Debug.Log("Med Hostility");
            hostilityLevel = GameManager.HostilityLevel.Medium;
            break;

        case "High Hostility":
            Debug.Log("High Hostility");
            hostilityLevel = GameManager.HostilityLevel.High;
            break;

        default:
            Debug.LogError("The hostility level passed was not a valid string.");
            break;
        }
        GM.hostility = hostilityLevel;
    }
示例#2
0
    public void Generate(
        int enemies,
        int civilians,
        GameManager.IntelType intel,
        GameManager.HostilityLevel hostility
        )
    {
        GenerateRoom(room1Configs);
        GenerateRoom(room2Configs);
        GenerateRoom(room3Configs);
        GenerateRoom(room4Configs);

        Spawn(enemies, "EnemySpawns", new GameObject[] { enemyTarget });
        Spawn(civilians, "CivilianSpawns", new GameObject[] { civilianTarget });

        if (intel == GameManager.IntelType.Info)
        {
            Spawn(4, "SmallIntelSpawns", new GameObject[] { info });
            Spawn(1, "LargeIntelSpawns", new GameObject[] { bmm });
            Spawn(1, "SmallIntelSpawns", new GameObject[] { bomb });
        }
        else if (intel == GameManager.IntelType.HardDrive)
        {
            Spawn(4, "SmallIntelSpawns", new GameObject[] { harddrive });
            Spawn(1, "LargeIntelSpawns", new GameObject[] { bmm });
            //Spawn (1, "SmallIntelSpawns", new GameObject[] { bomb });
        }
        else
        {
            Spawn(3, "LargeIntelSpawns", new GameObject[] { bmm });
            Spawn(2, "SmallIntelSpawns", new GameObject[] { bomb });
        }

        switch (hostility)
        {
        case (GameManager.HostilityLevel.Low):
            backgroundSound.volume = 0.1f;
            break;

        case (GameManager.HostilityLevel.Medium):
            backgroundSound.volume = 0.5f;
            break;

        case (GameManager.HostilityLevel.High):
            backgroundSound.volume = 1;
            break;

        default:
            break;
        }
        backgroundSound.Play();
    }
示例#3
0
 public void SetHostilityLevel(GameManager.HostilityLevel level)
 {
     hostilityLevel = level;
 }