// Update is called once per frame void Update() { if (ShootTheRing.gameState == ShootTheRing.GameStates.survival) { TimeFromStart += Time.deltaTime; timeInSec = (int)TimeFromStart; if (timeInSec > complexityLvl) { СomplexityOverTime = timeInSec; } TimeFromLastRing += Time.deltaTime; if (TimeFromLastRing > ringInterval) { if (UnityEngine.Random.Range(0, 2) == 1) { if (shootTheRing.totalRingsCounter < maxRingsOnScene) { shootTheRing.CreateRing(111, Ring.RingStates.random); } } TimeFromLastRing = TimeFromLastRing - ringInterval; } bombInterval += Time.deltaTime; if (bombInterval > 30) { shootTheRing.CreateBomb(111); bombInterval = 0; } } }
} //done private IEnumerator Lvl11() { shootTheRing.SetRingCountToWinLvl(3); yield return(new WaitForSeconds(1f)); shootTheRing.CreateBomb(-2); yield return(new WaitForSeconds(3f)); shootTheRing.CreateRing(-2, Ring.RingStates.white); shootTheRing.CreateRing(-0, Ring.RingStates.white); shootTheRing.CreateRing(-1, Ring.RingStates.white); } //done