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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController_1 : MonoBehaviour
{
public GameObject hazard_1;
public Vector2 spawnValues_1;
public int hazardCount_1;
public float spawnWait_1;
public float startWait_1;
public float waveWait_1;
void Start()
{
StartCoroutine(SpawnWaves());
}
IEnumerator SpawnWaves()
{
yield return new WaitForSeconds(startWait_1);
while (true)
{
for (int i = 0; i < hazardCount_1; i++)
{
Vector2 spawnPosition = new Vector2(Random.Range(-spawnValues_1.x, spawnValues_1.x), spawnValues_1.y);
Quaternion spawnRotation = Quaternion.identity;
Instantiate(hazard_1, spawnPosition, spawnRotation);
yield return new WaitForSeconds(spawnWait_1);
}
yield return new WaitForSeconds(waveWait_1);
}
}
//By level UFO Update
void Update()
{
//level 1
if (ScoreScript.scoreValue >= 100 && ScoreScript.scoreValue < 200)
{
hazardCount_1 = 2;
spawnWait_1 = .70f;
waveWait_1 = 10;
}
//level 2
if (ScoreScript.scoreValue >= 200 && ScoreScript.scoreValue < 300)
{
hazardCount_1 = 3;
spawnWait_1 = .60f;
waveWait_1 = 9;
}
//level 3
if (ScoreScript.scoreValue >= 300 && ScoreScript.scoreValue < 400)
{
hazardCount_1 = 4;
spawnWait_1 = .60f;
waveWait_1 = 9;
}
// level 4
if (ScoreScript.scoreValue >= 400 && ScoreScript.scoreValue < 500)
{
hazardCount_1 = 4;
spawnWait_1 = .50f;
waveWait_1 = 9;
}
//From level 5 and onwards
if (ScoreScript.scoreValue >= 500 && ScoreScript.scoreValue < 1000000000)
{
hazardCount_1 = 5;
spawnWait_1 = .50f;
waveWait_1 = 8;
}
if (ScoreScript.scoreValue >= 600 && ScoreScript.scoreValue < 700)
{
hazardCount_1 = 5;
spawnWait_1 = .50f;
waveWait_1 = 7;
}
if (ScoreScript.scoreValue >= 700 && ScoreScript.scoreValue < 800)
{
hazardCount_1 = 6;
spawnWait_1 = .50f;
waveWait_1 = 7;
}
if (ScoreScript.scoreValue >= 800 && ScoreScript.scoreValue < 900)
{
hazardCount_1 = 6;
spawnWait_1 = .45f;
waveWait_1 = 6;
}
if (ScoreScript.scoreValue >= 900 )
{
hazardCount_1 = 7;
spawnWait_1 = .40f;
waveWait_1 = 7;
}
}
}