Infinity Run balance rework

This commit is contained in:
Gregory Campbell
2020-02-10 20:50:51 -05:00
parent a8b31cdc0e
commit 586bc55a14
2 changed files with 14 additions and 21 deletions
+9 -9
View File
@@ -22,7 +22,7 @@ public class InfinityRunner : MonoBehaviour
private int selection;
private int size;
private float countdownTime = 3.0f;
private float countdownTime = 10.0f;
private float spawnTime = 0.0f;
private Transform lastSpawn;
@@ -70,9 +70,9 @@ public class InfinityRunner : MonoBehaviour
escalation++;
level = 1;
if(escalation > 7 && countdownTime > 2.0f)
if(escalation > 5 && countdownTime > 5.0f)
{
countdownTime -= 0.25f;
countdownTime -= 0.5f;
}
}
@@ -81,9 +81,9 @@ public class InfinityRunner : MonoBehaviour
GameObject wallOne;
GameObject wallTwo;
if(escalation > 7)
if(escalation > 6)
{
size = 7;
size = 6;
} else {
size = escalation;
}
@@ -91,11 +91,11 @@ public class InfinityRunner : MonoBehaviour
if(level == 1)
{
if(escalation > 2 && escalation < 5)
if(escalation > 3 && escalation < 6)
{
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;
} else if(escalation >= 5) {
} 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;
} else {
@@ -109,11 +109,11 @@ public class InfinityRunner : MonoBehaviour
} else {
if(escalation > 2 && escalation < 5)
if(escalation > 3 && escalation < 6)
{
selection = Random.Range(0, medObstaclelIst.Length);
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
} else if(escalation >= 5) {
} else if(escalation >= 6) {
selection = Random.Range(0, obstacleList.Length);
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
} else {