Balancing
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parent
33e8e3051b
commit
84cb62559a
1 changed files with 9 additions and 4 deletions
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@ -434,12 +434,17 @@ public class DungeonGenerator {
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continue;
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continue;
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}
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}
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float prob2 = 0.04f;
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float prob2 = 0.04f;
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if (UnityEngine.Random.value > 1 - prob2)
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if (UnityEngine.Random.value > 1 - prob2
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&& x != r.bounds.x
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&& x != r.bounds.x + r.bounds.width
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&& y != r.bounds.y
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&& y != r.bounds.y + r.bounds.height)
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{
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{
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r.spawnpoints.Add(pos);
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r.spawnpoints.Add(pos);
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}
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}
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}
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}
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}
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}
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Debug.Log(r.GetCenter() + " " + r.spawnpoints.Count + " spawn points.");
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}
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}
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public static void GenerateObjective(Room r) {
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public static void GenerateObjective(Room r) {
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@ -452,7 +457,7 @@ public class DungeonGenerator {
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case 0: {
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case 0: {
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// Scorpion Attack!!!!:
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// Scorpion Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count / 2));
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 5));
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for ( int c = 0; c < count; c++ ) {
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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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lg.Add(enemyPrefabs[Entity.Entities.SCORPION]);
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}
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}
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@ -463,7 +468,7 @@ public class DungeonGenerator {
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case 1: {
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case 1: {
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// Bug Attack!!!!:
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// Bug Attack!!!!:
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List<GameObject> lg = new List<GameObject>();
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, ( int ) Mathf.Floor(r.GetSpawnpoints().Count / 2));
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int count = UnityEngine.Random.Range(1, ( int ) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 10));
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for ( int c = 0; c < count; c++ ) {
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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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lg.Add(enemyPrefabs[Entity.Entities.BUG]);
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}
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}
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@ -474,7 +479,7 @@ public class DungeonGenerator {
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case 2: {
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case 2: {
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// Coins!!!!:
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// Coins!!!!:
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List<GameObject> lg = new List<GameObject>();
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List<GameObject> lg = new List<GameObject>();
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int count = UnityEngine.Random.Range(1, (int) Mathf.Floor(r.GetSpawnpoints().Count / 2));
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int count = UnityEngine.Random.Range(1, (int) Math.Min(Mathf.Floor(r.GetSpawnpoints().Count), 20));
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for ( int c = 0; c < count; c++ ) {
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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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lg.Add(enemyPrefabs[Entity.Entities.COIN]);
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}
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}
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