private void Start() { float difficulty = MinigameManager.GetDifficulty(); gameStart = false; StartCoroutine(roundCounter()); AudioManager.instance.SetSFXPitch(0.8f, 1.0f); playerHealth = 100; enemyStartHealth = Mathf.LerpUnclamped(60, 200, MinigameManager.GetDifficulty()); enemyHealth = enemyStartHealth; for (int t = 0; t < buttonOptions.Length; t++) { string tmp = buttonOptions[t]; int r = Random.Range(t, buttonOptions.Length); buttonOptions[t] = buttonOptions[r]; buttonOptions[r] = tmp; } for (int i = 0; i < buttonOptions.Length; i++) { displayBox.GetComponent <Text>().text += buttonOptions[i] + " "; } winState = 0; InvokeRepeating("enemyAttackFunction", 3, 3f); }
void Start() { food.SetActive(false); initialBGPosition = bgTransform.position; initialPanPosition = panTransform.position; maxTime = Mathf.Lerp(5f, 1f, MinigameManager.GetDifficulty()); StartCoroutine(GameLoop(3)); }
#pragma warning restore 0649 void Start() { Canvas.SetActive(false); Panel_Lose.SetActive(false); Panel_Win.SetActive(false); playerCollider = player.GetComponent <Collider2D>(); enemyCollider = enemy.GetComponent <Collider2D>(); groundCollider = ground.GetComponent <Collider2D>(); difficultyModifier = MinigameManager.GetDifficulty(); changeSpeed = 1.5f; enemySpeed = Mathf.LerpUnclamped(1, 3.3f, difficultyModifier); player.SetMoveForward(changeSpeed); nextActionTime = Time.time + period; AudioManager.instance.PlayMusic(RunAwayThiefMusic, 0.9f, 1.0f, true); }
// Start is called before the first frame update void Start() { difficulty = MinigameManager.GetDifficulty(); isOverflowing = false; isOverflowSystemPlaying = false; canTakeInput = true; timeBuffer = 0.5f; score = 0; scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); scoreText.text = score.ToString(); //countdownTime = 20f; countdownTime = Mathf.LerpUnclamped(30f, 20, difficulty); timeText = GameObject.Find("TimeText").GetComponent <Text>(); timeText.text = countdownTime.ToString(); fillRate = Mathf.LerpUnclamped(0.5f, 0.75f, difficulty); potionsNeeded = Mathf.RoundToInt(Mathf.LerpUnclamped(2, 5, difficulty)); PotionsNeededText = GameObject.Find("PotionsNeededText").GetComponent <Text>(); PotionsNeededText.text = "Potions needed: \n" + potionsNeeded.ToString(); redArrow = GameObject.Find("red key"); yellowArrow = GameObject.Find("yellow key"); blueArrow = GameObject.Find("blue key"); trashArrow = GameObject.Find("trash key"); filled = 0; r = 0; g = 0; b = 0; opaqueness = 1; //Instantiate(fillLine, bottleOrigin.transform.position + new Vector3(0, filledSize * .5f, 0), Quaternion.identity); instantiatedOverflowParticles = Instantiate(overflowParticles, bottleOrigin.transform.position + new Vector3(0, filledSize, 0), Quaternion.Euler(-90, 0, 0)); overflowSystem = instantiatedOverflowParticles.GetComponent <ParticleSystem>(); overflowSystem.Stop(); overflowMain = instantiatedOverflowParticles.GetComponent <ParticleSystem>().main; NewColorTarget(); }
// Start is called before the first frame update void Start() { float difficulty = MinigameManager.GetDifficulty(); timeLimit = Mathf.LerpUnclamped(16f, 2f, difficulty); liftUpSpeedMult = Mathf.LerpUnclamped(1, 5, difficulty); GetComponent <Rigidbody2D>().gravityScale = Mathf.LerpUnclamped(1, 5, difficulty); startPosition = transform.position; successPosition = SuccessArea.transform.position; if (wire_Count == -1) { timer = timeLimit; } else { timer = newTimer; } wire_Count++; if (!minigameOver) { pinSpriteIndex = FindPinSpriteIndex(); } if (remaining[pinSpriteIndex] == -1 && !minigameOver) { FindPinSpriteIndex(); successPosition.y = spriteLocation[pinSpriteIndex]; SuccessArea.transform.position = successPosition; } successPosition.y = spriteLocation[pinSpriteIndex]; SuccessArea.transform.position = successPosition; secondWire.GetComponent <Wire>().SuccessArea = SuccessArea; secondWire.GetComponent <Wire>().uiText = uiText; unlock.clip = unlockLock; pushPin.clip = pinPush; }
// Start is called before the first frame update void Start() { delayMult = Mathf.Lerp(1, 0.6f, MinigameManager.GetDifficulty()); speedMult = Mathf.Lerp(1, 1.3f, MinigameManager.GetDifficulty()); StartCoroutine(delayedSpawn(0)); }
void Start() { difficulty = MinigameManager.GetDifficulty(); gameOn = true; goodiesKilled = 0; totalBaddies = Mathf.RoundToInt(Mathf.LerpUnclamped(3, 5, difficulty)); goodieBottomSpeed = 3; goodieTopSpeed = 20; spawnRate = Mathf.LerpUnclamped(3, 10, difficulty); baddie.gameObject.GetComponent <Terrorist>().speed = Mathf.LerpUnclamped(7, 10, difficulty); float camHeight = cam.orthographicSize * 2; float camWidth = camHeight * Screen.width / Screen.height; diameter = 2 * baddie.GetComponent <CircleCollider2D>().radius; diameter *= 1.1f; xLower = (cam.transform.position.x - (camWidth / 2)); xUpper = (cam.transform.position.x + (camWidth / 2)); yLower = (cam.transform.position.y - (camHeight / 2)); yUpper = (cam.transform.position.y + (camHeight / 2)); //spawns baddies currentBaddies = 0; for (int i = 0; i < totalBaddies; i++) { Instantiate(baddie, new Vector2(Random.Range(xLower + diameter, xUpper - diameter), Random.Range(yLower + diameter, yUpper - diameter)), Quaternion.identity); currentBaddies++; } //spawns initial goodies (# based on bottom speed) for (int i = 0; i < Mathf.RoundToInt(spawnRate); i++) { GameObject newGoodie = Instantiate(goodie, new Vector2(Random.Range(xLower + diameter, xUpper - diameter), Random.Range(yLower + diameter, yUpper - diameter)), Quaternion.identity); int dir = Random.Range(1, 5); switch (dir) { case 1: newGoodie.GetComponent <Rigidbody2D>().velocity = new Vector2(0, -Random.Range(goodieBottomSpeed, goodieTopSpeed)); break; case 2: newGoodie.GetComponent <Rigidbody2D>().velocity = new Vector2(Random.Range(goodieBottomSpeed, goodieTopSpeed), 0); break; case 3: newGoodie.GetComponent <Rigidbody2D>().velocity = new Vector2(0, Random.Range(goodieBottomSpeed, goodieTopSpeed)); break; case 4: newGoodie.GetComponent <Rigidbody2D>().velocity = new Vector2(-Random.Range(goodieBottomSpeed, goodieTopSpeed), 0); break; } } //spawns first goodie outside bounds SpawnGoodie((SpawnLocation)Random.Range(1, 5)); timeLastSpawn = Time.time; }