Balancing #2
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0466aebd04
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6eb299af15
1 changed files with 3 additions and 3 deletions
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@ -457,7 +457,7 @@ public class DungeonGenerator {
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case 0: {
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// Scorpion Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 5));
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 5);
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for ( int c = 0; c < count; c++ ) {
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lg.Add(enemyPrefabs[Entity.Entities.SCORPION]);
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}
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@ -468,7 +468,7 @@ public class DungeonGenerator {
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case 1: {
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// Bug Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 10));
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int count = Math.Min(UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count)), 10);
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for ( int c = 0; c < count; c++ ) {
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lg.Add(enemyPrefabs[Entity.Entities.BUG]);
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}
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@ -479,7 +479,7 @@ public class DungeonGenerator {
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case 2: {
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// Coins!!!!:
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, (int) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 20));
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int count = Math.Min(UnityEngine.Random.Range(1, (int) Mathf.Floor(r.GetSpawnpoints().Count)), 20);
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for ( int c = 0; c < count; c++ ) {
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lg.Add(enemyPrefabs[Entity.Entities.COIN]);
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}
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