// Update is called once per frame void Update() { if (timer.currentTime <= 0 && oneTimeOnly) { Debug.Log("Time is up"); poison.Move(); timer.currentTime = 0; healthpack.SpawnHealthPack(); oneTimeOnly = !oneTimeOnly; } if (timer.currentTime <= 0) { timer.currentTime = 0; } if (poison.currentTime <= 0) { randomNumber = Random.Range(0, 8); poison.Reset(); switch (randomNumber) { case 0: data.ChangeEnemyLimit(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and there can be more enemies on the map", "Ok"); break; case 1: data.ChangeEnemySpeed(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and the enemies are faster", "Ok"); break; case 2: data.ChangeEnemyHealth(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and the enemies have more health", "Ok"); break; case 3: data.ChangeEnemyDamage(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and enemies do more damage", "Ok"); break; case 4: data.ChangeMaxTimeDuration(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and you have less time to get lots of kills", "Ok"); break; case 5: data.ChangeDeurToll(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and you need more coins to go through the door", "Ok"); break; case 6: data.ChangeHealthContainer(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and you can earn less health from the healthpacks", "Ok"); break; case 7: data.ChangeAmmoContainer(); //EditorUtility.DisplayDialog("There is a change!!!", "You're on to the next round and you can earn more ammo from the ammopacks", "Ok"); break; } floorFall.StartRoutine(); round.AddRound(); for (int i = 0; i < doorsFall.Length; i++) { doorsFall[i].Reset(); } } }
// Update is called once per frame void Update() { if (timer.currentTime <= 0 && oneTimeOnly) { poison.StartCoroutine("Raise"); timer.currentTime = 0; healthpack.SpawnHealthPack(); oneTimeOnly = !oneTimeOnly; } if (timer.currentTime < 0) { timer.currentTime = 0; } if (poison.AreYouDone()) { mouseSettings.CursorVisable(); randomNumber = Random.Range(0, 8); poison.Reset(); Time.timeScale = 0; popupScreen.SetActive(true); switch (randomNumber) { case 0: data.ChangeEnemyLimit(); popupText.text = "You're on to the next round and there can be more enemies on the map"; break; case 1: data.ChangeEnemySpeed(); popupText.text = "You're on to the next round and the enemies are faster"; break; case 2: data.ChangeEnemyHealth(); popupText.text = "You're on to the next round and the enemies have more health"; break; case 3: data.ChangeEnemyDamage(); popupText.text = "You're on to the next round and enemies do more damage"; break; case 4: data.ChangeMaxTimeDuration(); popupText.text = "You're on to the next round and you have less time to get lots of kills"; break; case 5: data.ChangeDeurToll(); popupText.text = "You're on to the next round and you need more coins to go through the door"; break; case 6: data.ChangeHealthContainer(); popupText.text = "You're on to the next round and you can earn less health from the healthpacks"; break; case 7: data.ChangeAmmoContainer(); popupText.text = "You're on to the next round and you can earn more ammo from the ammopacks"; break; } floorFall.StartRoutine(); round.AddRound(); doorOpen.CanBeOpenedAgain(); for (int i = 0; i < doorsFall.Length; i++) { doorsFall[i].StartCoroutine("Reset"); } for (int i = 0; i < doorTexts.Length; i++) { doorTexts[i].text = "You need: " + data.GetDeurToll() + " coins to open the door"; } } }