Tweaked setting on infinity runner as well as fixing a gameover bug that would occur when player ran out of track to run

This commit is contained in:
Gregory Campbell
2020-02-08 14:37:49 -05:00
parent 6c4dad2dfb
commit 61ecda9d81
2 changed files with 25 additions and 31 deletions
+13 -5
View File
@@ -55,7 +55,12 @@ public class InfinityRunner : MonoBehaviour
distance = player.transform.position.z;
if(distance > lastSpawn.position.z)
if(!lastSpawn)
{
lastSpawn = player.transform;
}
if(distance >= lastSpawn.position.z)
{
level++;
@@ -64,7 +69,7 @@ public class InfinityRunner : MonoBehaviour
escalation++;
level = 1;
if(escalation > 7 && countdownTime > 1.5f)
if(escalation > 7 && countdownTime > 2.0f)
{
countdownTime -= 0.25f;
}
@@ -124,14 +129,17 @@ public class InfinityRunner : MonoBehaviour
wallOne.transform.localScale = new Vector3(wallOne.transform.localScale.x*(0.25f*(size)), 1, wallOne.transform.localScale.z*(0.25f*size));
wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(size)), 1, wallTwo.transform.localScale.z*(0.25f*size));
lastSpawn = spawn.transform;
}
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
if(spawnTime + countdownTime < Time.time)
{
spawnTime = Time.time;
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
for(int i = 0; i < 3; i++) {
GameObject.Destroy(oldObjects[i]);
}
@@ -162,8 +170,8 @@ public class InfinityRunner : MonoBehaviour
void respawn()
{
script.transform.position = new Vector3(0, 10, lastSpawn.transform.position.z);
script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
script.transform.position = new Vector3(0, 11, lastSpawn.position.z+1);
script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
}