Difficulty









How do I use Difficulty
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: Enemy.cs Copy
30     void Start()
31     {
32         if (enemyType != 0 && enemyType != 4)//not a boss or not a boss ring
33         {
34             if (SystemScr.difficultyIsHard)
35                 lifeMax = 2;
36             else
37                 lifeMax = 1;
38         }
39
40         life = lifeMax;
41     }
File name: SpawnManager.cs Copy
42     IEnumerator SpawningRoutine()
43     {
44         yield return new WaitForSeconds(3);
45
46         while (!UIgame.scoreAchived)
47         {
48             GameObject enemy = null;
49
50             //FIRST STAGE OF SPAWNING
51             //CHOOSE ENEMY FOR SPAWN
52             int r = rand.Randomization_1(0, 10, 80, 99);
53             if (r == 0)
54             {
55                 enemy = pools.GetPoolableObject("enemy_01");
56             }
57             else if (r == 1)
58             {
59                 enemy = pools.GetPoolableObject("enemy_02");
60             }
61             else
62             {
63                 enemy = pools.GetPoolableObject("enemy_03");
64             }
65
66             //SECOND STAGE OF SPAWNING
67             //SPAWN CHOSEN ENEMY IN RANDOM POINT ON TOP SCREEN SIDE
68             r = Random.Range(0, pointsPositions.Length);
69
70             if (enemy != null)
71             {
72                 enemy.SetActive(true);
73                 enemy.GetComponent().Activation(new Vector3(pointsPositions[r], 2, strtSpawn.position.z),
74                     new Vector3(0,0,-1));
75             }
76
77             int spawnDelay;
78             if (SystemScr.difficultyIsHard)
79                 spawnDelay = 1;
80             else
81                 spawnDelay = Random.Range(3,5);
82
83             yield return new WaitForSeconds(spawnDelay);
84         }
85
86         //BOSS ACTIVATION
87         pools.DeleteEnemiesAndBullets();
88         CameraMotor.speedScreen = 0;
89         Camera.main.GetComponent().city_1.gameObject.SetActive(false);//remove city1
90         Camera.main.GetComponent().city_2.gameObject.SetActive(false);//remove city2
91         Camera.main.backgroundColor = Color.black;
92         GameObject.FindObjectOfType().BossMusicOn();
93
94         yield return new WaitForSeconds(6);
95
96         pools.AcivateBoss();
97     }
File name: UIgame.cs Copy
31     void Start()
32     {
33         if (SystemScr.difficultyIsHard)
34             maximumScore = 2000;
35         else
36             maximumScore = 1000;
37
38         scoreText.text = score + "/" + maximumScore;
39         scoreAchived = false;
40
41         if (SystemScr.mute)
42             muteText.text = "ON";
43     }
File name: UIstart.cs Copy
20     void Start()
21     {
22         //setup mute text
23         if (!SystemScr.mute)
24         {
25             muteText.text = "OFF";
26             music.Play();
27         }
28         else
29             muteText.text = "ON";
30
31         //setup difficulty text
32         if (SystemScr.difficultyIsHard)
33             difficultyText.text = "HARD";
34         else
35             difficultyText.text = "EASY";
36
37     }
File name: UIstart.cs Copy
69     public void Difficulty_btn()
70     {
71         if (!SystemScr.difficultyIsHard)
72         {
73             SystemScr.difficultyIsHard = true;
74             difficultyText.text = "HARD";
75         }
76         else
77         {
78             SystemScr.difficultyIsHard = false;
79             difficultyText.text = "EASY";
80         }
81     }

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