Added scaled difficulty

This commit is contained in:
2026-01-22 23:25:16 +00:00
parent 3c25ec932f
commit e79ff061a7
4 changed files with 11 additions and 8 deletions

View File

@@ -1338,7 +1338,7 @@ MonoBehaviour:
m_Direction: 0
m_MinValue: 3
m_MaxValue: 5
m_WholeNumbers: 1
m_WholeNumbers: 0
m_Value: 4
m_OnValueChanged:
m_PersistentCalls:

View File

@@ -6,6 +6,8 @@ namespace InterfaceOff.MainMenu
public class DifficultyManager : MonoBehaviour
{
public static float DifficultyMultiplier { get; private set; } = 1;
public static float DifficultyEffect => Mathf.Pow(f: DifficultyMultiplier, p: 2);
[SerializeField] private Slider DifficultySlider;
private void Awake()

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using InterfaceOff.MainMenu;
using UnityEngine;
using UnityEngine.UI;
@@ -39,8 +40,8 @@ namespace InterfaceOff.WorldScene
{
if (Spawner.AutoSpawn)
{
ScoreText.text = $"Score: {Time.timeSinceLevelLoad:F1}";
Score = Time.timeSinceLevelLoad;
Score = Time.timeSinceLevelLoad * DifficultyManager.DifficultyEffect;
ScoreText.text = $"Score: {Score:F1}";
}
else

View File

@@ -1,5 +1,6 @@
using System;
using Ext.B83.Unity.Attributes;
using InterfaceOff.MainMenu;
using InterfaceOff.WorldScene;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -29,8 +30,6 @@ namespace InterfaceOff
[field: SerializeField] public bool AutoSpawn { get; private set; } = true;
private int TimeTillNextSpawn { get; set; }
public static float DifficultyMultiplier = 1f;
private void Awake()
{
/* Logs the amount of types found and errors if there is none */
@@ -104,14 +103,15 @@ namespace InterfaceOff
const int MIN_SPAWN_TIME = 2 * TICKS_PER_SECOND;
const int MAX_SPAWN_TIME = 5 * TICKS_PER_SECOND;
int currentMaxSpawnTime = MAX_SPAWN_TIME - (int)ScoreTracker.CurrentScore();
int currentMaxSpawnTime = MAX_SPAWN_TIME - (int)(ScoreTracker.CurrentScore() / DifficultyManager.DifficultyEffect);
currentMaxSpawnTime = Math.Clamp(currentMaxSpawnTime, MIN_SPAWN_TIME + 1, MAX_SPAWN_TIME);
/* Decreases the spawn counter and spawns if at 0 */
TimeTillNextSpawn = Math.Max(0, TimeTillNextSpawn - 1);
if (TimeTillNextSpawn == 0)
{
TimeTillNextSpawn = Random.Range((int)(MIN_SPAWN_TIME * DifficultyMultiplier), (int)(currentMaxSpawnTime * DifficultyMultiplier));
float difficulty = DifficultyManager.DifficultyMultiplier;
TimeTillNextSpawn = Random.Range((int)(MIN_SPAWN_TIME * difficulty), (int)(currentMaxSpawnTime * difficulty));
SpawnNewRandomWindow();
}
}