Added a cap to obstacle growth in infinity runner as well as reimplementing the lowering of the obstacle removal countdown (which also has a cap)

This commit is contained in:
Gregory Campbell
2020-02-08 13:31:12 -05:00
parent 22e8e893e7
commit 6c4dad2dfb
+28 -14
View File
@@ -21,6 +21,7 @@ public class InfinityRunner : MonoBehaviour
public GameObject boundaries;
private int selection;
private int size;
private float countdownTime = 3.0f;
private float spawnTime = 0.0f;
@@ -62,53 +63,66 @@ public class InfinityRunner : MonoBehaviour
{
escalation++;
level = 1;
if(escalation > 7 && countdownTime > 1.5f)
{
countdownTime -= 0.25f;
}
}
GameObject spawn;
GameObject wallOne;
GameObject wallTwo;
if(escalation > 7)
{
size = 7;
} else {
size = escalation;
}
if(level == 1)
{
if(escalation > 2 && escalation < 5)
{
selection = Random.Range(0, medObstaclelIst.Length);
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
} else if(escalation >= 5) {
selection = Random.Range(0, obstacleList.Length);
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
} else {
selection = Random.Range(0, easyObstacleList.Length);
spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
}
wallOne = Instantiate(boundaries, new Vector3(((25f*(escalation)))/2, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
wallTwo = Instantiate(boundaries, new Vector3(((25f*(escalation)))/-2, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
wallOne = Instantiate(boundaries, new Vector3(((25f*(size)))/2, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
wallTwo = Instantiate(boundaries, new Vector3(((25f*(size)))/-2, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
} else {
if(escalation > 2 && escalation < 5)
{
selection = Random.Range(0, medObstaclelIst.Length);
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
} else if(escalation >= 5) {
selection = Random.Range(0, obstacleList.Length);
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
} else {
selection = Random.Range(0, easyObstacleList.Length);
spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
}
wallOne = Instantiate(boundaries, new Vector3(((25f*(escalation)))/2, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
wallTwo = Instantiate(boundaries, new Vector3(((25f*(escalation)))/-2, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
wallOne = Instantiate(boundaries, new Vector3(((25f*(size)))/2, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
wallTwo = Instantiate(boundaries, new Vector3(((25f*(size)))/-2, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
}
spawn.transform.localScale = new Vector3(spawn.transform.localScale.x*(0.25f*(escalation)), 1, spawn.transform.localScale.z*(0.25f*escalation));
wallOne.transform.localScale = new Vector3(wallOne.transform.localScale.x*(0.25f*(escalation)), 1, wallOne.transform.localScale.z*(0.25f*escalation));
wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation));
spawn.transform.localScale = new Vector3(spawn.transform.localScale.x*(0.25f*(size)), 1, spawn.transform.localScale.z*(0.25f*size));
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;
}
@@ -130,7 +144,7 @@ public class InfinityRunner : MonoBehaviour
script.respawn = false;
}
if(script.lives == 0)
if(script.lives <= 0)
{
script.lives = -1;