示例#1
0
    //public GameObject EnemyProjectile;
    //float spawnLocation;

    void Start()
    {
        newEnemyLevel     = Spawning.currentLevel;
        currentEnemyLevel = newEnemyLevel;

        x                    = Random.Range(-6.20f, 6.20f);
        myTransform          = transform;
        myTransform.position = new Vector3(x, y, z);
        moveSpeed            = Random.Range(minSpeed, maxSpeed);
    }
示例#2
0
    void LevelMusic()
    {
        //if ((SpacePlayer.score > (int)levels.LEVEL_1) && (SpacePlayer.score < (int)levels.LEVEL_2))
        //{
        //    levelMusicStates[1].SetValue();
        //}
        //else if((SpacePlayer.score > (int)levels.LEVEL_2) && (SpacePlayer.score < (int)levels.LEVEL_3))
        //{
        //    levelMusicStates[2].SetValue();
        //}
        //else if ((SpacePlayer.score > (int)levels.LEVEL_3) && (SpacePlayer.score < (int)levels.LEVEL_4))
        //{
        //    levelMusicStates[3].SetValue();
        //}

        Spawning.EnemyLevel playing_level = Spawning.currentLevel;

        switch ((int)playing_level)
        {
        case ((int)levels.LEVEL_2):
            levelMusicStates[1].SetValue();
            return;

        case ((int)levels.LEVEL_3):
            levelMusicStates[2].SetValue();
            return;

        case ((int)levels.LEVEL_4):
            levelMusicStates[3].SetValue();
            return;

        case ((int)levels.LEVEL_FINAL):
            levelMusicStates[4].SetValue();
            return;

        default:
            return;
        }

        //switch(SpacePlayer.score)
        //{

        //    case (int)levels.LEVEL_2:
        //        if(SpacePlayer.score >= (int)levels.LEVEL_2)
        //        {
        //            levelMusicStates[1].SetValue();
        //        }
        //        return;
        //    case (int)levels.LEVEL_3:
        //        if (SpacePlayer.score >= (int)levels.LEVEL_3)
        //        {
        //            levelMusicStates[2].SetValue();
        //        }
        //        return;
        //    case (int)levels.LEVEL_4:
        //        if (SpacePlayer.score >= (int)levels.LEVEL_4)
        //        {
        //            levelMusicStates[3].SetValue();
        //        }
        //        return;
        //    case (int)levels.LEVEL_FINAL:
        //        if (SpacePlayer.score >= (int)levels.LEVEL_FINAL && Spawning.enemiesInArea.Count == 0)
        //        {
        //            levelMusicStates[4].SetValue();
        //        }
        //        return;
        //    default:
        //        return;
        //}
    }