using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class StartSeneData : MonoBehaviour { [Header("Default Rewards")] public float nonRewardDefault = -0.05f; public float shootRewardDefault = -0.06f; public float shootWithoutReadyRewardDefault = -0.06f; public float hitRewardDefault = 5.0f; public float killRewardDefault = 10.0f; public float winRewardDefault = 20.0f; public float loseRewardDefault = -0.05f; public bool lockMouse = false; public bool defaultTPCamera = true; // LoadDir [System.NonSerialized]public string LoadDirDate = "0"; [System.NonSerialized]public string LoadDirTime = "0"; // Rewards [System.NonSerialized] public float nonReward; [System.NonSerialized] public float shootReward; [System.NonSerialized] public float shootWithoutReadyReward; [System.NonSerialized] public float hitReward; [System.NonSerialized] public float killReward; [System.NonSerialized] public float winReward; [System.NonSerialized] public float loseReward; // DecisionPeriod [System.NonSerialized] public int DecisionPeriod = 1; [System.NonSerialized] public bool ActionsBetweenDecisions = true; // EnemyNum [System.NonSerialized] public int EnemyNum = 3; // TimeLimit [System.NonSerialized] public int Timelim = 15; private void Start() { nonReward = nonRewardDefault; shootReward = shootRewardDefault; shootWithoutReadyReward = shootWithoutReadyRewardDefault; hitReward = hitRewardDefault; killReward = killRewardDefault; winReward = winRewardDefault; loseReward = loseRewardDefault; } // Update is called once per frame void Awake() { DontDestroyOnLoad(transform.gameObject); } }