More balancing towards infinity runner

This commit is contained in:
Gregory Campbell
2020-02-11 21:19:16 -05:00
parent a72a6149c4
commit 092ce96d3a
2 changed files with 8 additions and 7 deletions
+7 -5
View File
@@ -68,15 +68,15 @@ public class InfinityRunner : MonoBehaviour
{
level++;
if(level > 3)
if(level > 5)
{
escalation++;
level = 1;
if(escalation > 5 && countdownTime > 5.0f)
/*if(escalation > 5 && countdownTime > 4.0f)
{
countdownTime -= 0.5f;
}
countdownTime -= 1f;
}*/
}
@@ -98,13 +98,15 @@ public class InfinityRunner : MonoBehaviour
{
selection = Random.Range(0, medObstaclelIst.Length);
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
countdownTime = 5.0f;
} else if(escalation >= 6) {
selection = Random.Range(0, obstacleList.Length);
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
countdownTime = 3.0f;
} else {
selection = Random.Range(0, easyObstacleList.Length);
spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
countdownTime = 7.0f;
}
wallOne = Instantiate(boundaries, new Vector3(((25f*(size)))/2, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;