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Balancing

This commit is contained in:
Piegames 2018-04-24 02:16:44 +02:00
parent 33e8e3051b
commit 84cb62559a

View file

@ -434,12 +434,17 @@ public class DungeonGenerator {
continue; continue;
} }
float prob2 = 0.04f; float prob2 = 0.04f;
if (UnityEngine.Random.value > 1 - prob2) if (UnityEngine.Random.value > 1 - prob2
&& x != r.bounds.x
&& x != r.bounds.x + r.bounds.width
&& y != r.bounds.y
&& y != r.bounds.y + r.bounds.height)
{ {
r.spawnpoints.Add(pos); r.spawnpoints.Add(pos);
} }
} }
} }
Debug.Log(r.GetCenter() + " " + r.spawnpoints.Count + " spawn points.");
} }
public static void GenerateObjective(Room r) { public static void GenerateObjective(Room r) {
@ -452,7 +457,7 @@ public class DungeonGenerator {
case 0: { case 0: {
// Scorpion Attack!!!!: // Scorpion Attack!!!!:
List<GameObject> lg = new List<GameObject>(); List<GameObject> lg = new List<GameObject>();
int count = UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count / 2)); int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 5));
for ( int c = 0; c < count; c++ ) { for ( int c = 0; c < count; c++ ) {
lg.Add(enemyPrefabs[Entity.Entities.SCORPION]); lg.Add(enemyPrefabs[Entity.Entities.SCORPION]);
} }
@ -463,7 +468,7 @@ public class DungeonGenerator {
case 1: { case 1: {
// Bug Attack!!!!: // Bug Attack!!!!:
List<GameObject> lg = new List<GameObject>(); List<GameObject> lg = new List<GameObject>();
int count = UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count / 2)); int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 10));
for ( int c = 0; c < count; c++ ) { for ( int c = 0; c < count; c++ ) {
lg.Add(enemyPrefabs[Entity.Entities.BUG]); lg.Add(enemyPrefabs[Entity.Entities.BUG]);
} }
@ -474,7 +479,7 @@ public class DungeonGenerator {
case 2: { case 2: {
// Coins!!!!: // Coins!!!!:
List<GameObject> lg = new List<GameObject>(); List<GameObject> lg = new List<GameObject>();
int count = UnityEngine.Random.Range(1, (int) Mathf.Floor(r.GetSpawnpoints().Count / 2)); int count = UnityEngine.Random.Range(1, (int) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 20));
for ( int c = 0; c < count; c++ ) { for ( int c = 0; c < count; c++ ) {
lg.Add(enemyPrefabs[Entity.Entities.COIN]); lg.Add(enemyPrefabs[Entity.Entities.COIN]);
} }