#define _DEBUG using System.Collections; using System.Collections.Generic; using UnityEngine; public enum Direction { _TOP, _RIGHT, _BOTTOM, _LEFT, _MAX } public static class Utils { public static Vector3 dirToVec(Direction direction) { switch (direction) { case Direction._TOP: return new Vector3(0, 0, 1); case Direction._RIGHT: return new Vector3(1, 0, 0); case Direction._BOTTOM: return new Vector3(0, 0, -1); case Direction._LEFT: return new Vector3(-1, 0, 0); } return Vector3.one; } public const float easyDifficultyK = 200; public const float mediumDifficultyK = 50; public const float hardDifficultyK = 5; public static float difficultyFormula(int levelNumber, float difficultyConstant) { return levelNumber / Mathf.Sqrt(levelNumber * levelNumber + difficultyConstant); } public static void Print(string text){ #if _DEBUG Debug.Log(text); #endif } public static bool isOdd(int num) { return num % 2 == 0; } public static float step(float val, float edge) { return val >= edge ? 1 : 0; } public static float remap(float value, float from1, float to1, float from2, float to2) { return (value - from1) / (to1 - from1) * (to2 - from2) + from2; } public static bool spawnDisk() { int maxHp = 15; int currentHealth=GameMaster.Instance.player.GetComponent().health.currentHp; float chance = Mathf.Min(.5f, 1-currentHealth / maxHp); return chance>Random.value; } public static int RAM_cleanseSmall = 5; public static int RAM_cleanseBig = 7; [System.Serializable] public struct DifficultyDebug { public bool hardEstablished; public float easyRate; public float mediumRate; public float hardRate; } }