diff --git a/Survival Shooter/Assets/Prefabs/ObjectPooler.prefab b/Survival Shooter/Assets/Prefabs/ObjectPooler.prefab index a4c0ed6e1dd8e68a56de8c978df8e21b689f1cd3..213f1518d0b49bafc5fc32bee535a08be21637a0 100644 --- a/Survival Shooter/Assets/Prefabs/ObjectPooler.prefab +++ b/Survival Shooter/Assets/Prefabs/ObjectPooler.prefab @@ -46,4 +46,4 @@ MonoBehaviour: pools: - tag: Bullet prefab: {fileID: 8946891882775703378, guid: d6c526ea9d76cdd468b8425ad07a3ded, type: 3} - size: 35 + size: 50 diff --git a/Survival Shooter/Assets/Prefabs/Power Text.prefab b/Survival Shooter/Assets/Prefabs/Power Text.prefab index 62b8b7c8708c4ce60cd628d77a37361552bc27fb..2e24921042ab59ba29cd7e7efaa586819290af6d 100644 --- a/Survival Shooter/Assets/Prefabs/Power Text.prefab +++ b/Survival Shooter/Assets/Prefabs/Power Text.prefab @@ -79,7 +79,7 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: 'Power : 2' + m_Text: 'Power : 1' --- !u!114 &5877847184415038092 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Survival Shooter/Assets/Prefabs/Speed Text.prefab b/Survival Shooter/Assets/Prefabs/Speed Text.prefab index 89c38c7e5fd1a390053f43837f1f8eded6fbbb02..c8d98237ed4c1e8f3857ead219489bc15cd6d9c5 100644 --- a/Survival Shooter/Assets/Prefabs/Speed Text.prefab +++ b/Survival Shooter/Assets/Prefabs/Speed Text.prefab @@ -79,7 +79,7 @@ MonoBehaviour: m_HorizontalOverflow: 0 m_VerticalOverflow: 0 m_LineSpacing: 1 - m_Text: 'Speed : 6' + m_Text: 'Speed : 1' --- !u!114 &8647247881030084526 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Survival Shooter/Assets/Scenes/WaveMode.unity b/Survival Shooter/Assets/Scenes/WaveMode.unity index cca2bcbd5d4b47fc74ee0c71f6230f3ae1cf9451..d39fb1090925aee68f793416c7719ef874c19f96 100644 --- a/Survival Shooter/Assets/Scenes/WaveMode.unity +++ b/Survival Shooter/Assets/Scenes/WaveMode.unity @@ -3930,7 +3930,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9119066394149137113, guid: be50d7281d71b064fa7d4049f307bcda, type: 3} propertyPath: spawnTime - value: 1 + value: 15 objectReference: {fileID: 0} - target: {fileID: 9119066394149137113, guid: be50d7281d71b064fa7d4049f307bcda, type: 3} propertyPath: playerHealth diff --git a/Survival Shooter/Assets/Scenes/ZenMode.unity b/Survival Shooter/Assets/Scenes/ZenMode.unity index 3776f470449e499064bc7d7d05af640c8346dc54..acda7cb9fdbc663cec62935f0c7672d414b21f35 100644 --- a/Survival Shooter/Assets/Scenes/ZenMode.unity +++ b/Survival Shooter/Assets/Scenes/ZenMode.unity @@ -3597,7 +3597,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 9119066394149137113, guid: be50d7281d71b064fa7d4049f307bcda, type: 3} propertyPath: spawnTime - value: 30 + value: 15 objectReference: {fileID: 0} - target: {fileID: 9119066394149137113, guid: be50d7281d71b064fa7d4049f307bcda, type: 3} propertyPath: playerHealth diff --git a/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs b/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs index 0fd0dd6ae34d38bf8af885216c8f3dcd35743a65..8e94d3222f2fd89751c1a94413725375078c86b6 100644 --- a/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs +++ b/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs @@ -31,11 +31,11 @@ public class PickupManager : MonoBehaviour usedSpawnPoints.Add(spawnPoints[spawnPointIndex].position); // RANDOM ALGORITHM int random = Random.Range(0, 3); - if (PowerManager.power >= 20){ + if (PowerManager.power >= 10){ random = Random.Range(1,3); // HANDLE MAX POWER, DONT SPAWN POWER ORB } - if (SpeedManager.speed >= 4){ + if (SpeedManager.speed >= 10){ random = 2; // HANDLE MAX SPEED, DONT SPAWN SPEED ORB } diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs index 6768f8ea78a6317c068557d46649f5a0e978bcad..ea88dc8e7a787859b98396955c84a0f469ac38eb 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs @@ -89,8 +89,13 @@ public class PlayerHealth : MonoBehaviour HPBarManager.maxHealth += 20; healthSlider.value = (Convert.ToSingle(HPBarManager.health)/Convert.ToSingle(HPBarManager.maxHealth)) * 100; } else { - currentHealth += 20; - HPBarManager.health += 20; + if (HPBarManager.health + 20 > HPBarManager.maxHealth){ + currentHealth = HPBarManager.maxHealth; + HPBarManager.health = HPBarManager.maxHealth; + } else { + currentHealth += 20; + HPBarManager.health += 20; + } healthSlider.value = (Convert.ToSingle(HPBarManager.health)/Convert.ToSingle(HPBarManager.maxHealth)) * 100; } } diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs index 4d0f14c0d91ec0c6d1da1d99c40403bd6a01161d..fce43250e736f96cadda260784b08f2ae6ebb869 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs @@ -54,7 +54,7 @@ public class PlayerMovement : MonoBehaviour public void speedOrb(){ if (speed < 10f){ - speed += 0.5f; + speed += 0.45f; SpeedManager.speed += 1f; } } diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs index 23f1fd5dbcd7a9d6fd2218235dfa60e030d9fac8..b2d3096f3834884139f930c17bb1f38617ef255a 100644 --- a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs +++ b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs @@ -127,9 +127,9 @@ public class PlayerShooting : MonoBehaviour } public void powerOrb() { - if (damagePerShot < 200) + if (PowerManager.power < 10) { - damagePerShot += 10; + damagePerShot += 5; PowerManager.power += 1; } } diff --git a/Survival Shooter/Assets/Scripts/UpgradeMenu.cs b/Survival Shooter/Assets/Scripts/UpgradeMenu.cs index 8329160460cfd08cd45d491b074364c0568e6a72..1ff79e478c090d3b28740c8499e90883f6a7ddd5 100644 --- a/Survival Shooter/Assets/Scripts/UpgradeMenu.cs +++ b/Survival Shooter/Assets/Scripts/UpgradeMenu.cs @@ -107,10 +107,6 @@ public class UpgradeMenu : MonoBehaviour UpgradeOption1Counter.text = counter1 + "/" + maxCounter1; Debug.Log("Upgrade 1"); PlayerShooting.bulletCount += 2; - if (playerShooting.damagePerShot >= 45) - { - playerShooting.damagePerShot -= 30; - } Resume(); }