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Question by PrimeSoul · Aug 03, 2019 at 06:16 PM · c#unity 5mathstruct

Advanced Progressive difficulty monster spawner

So i am in the middle of creating an equation that will become the basis of my Monster Spawner. The goal is to increase the difficulty over time for the player.

My approach goes as follows:

i have one struct within a struct. The first struct determines the Tier that the enemy is in and the second struct the tier within the tier that the enemy is in.

There is a currentTierDifficulty variable which is based on the TimeElapsed. The current tiercap starts at 1 and finishes at whatever number of tiers there are. (realistically around 8 or less). The currenttierdifficulty increases around 0.002 every second which should make it reach tier 8 in around an hour.

The CurrenttTierCap is the currentTierDifficulty rounded to the nearest integer.

any tier below the the currentcap is available to be chosen.

i want each tier to be weighted.

for example: CurrentTierDifficulty = 3.6 currentTierCap = 4

tier 1 <=== (0.4)

tier 2 <=== (0.2)

tier 3 <=== (0.15)

tier 4 <=== (0.05)

tier 5 not available because lower than currenttiercap

tier 6 not available because lower than currenttiercap

tier 7 not available because lower than currenttiercap

etc

but i also want the weight to slowly shift towards the end of the tier list so that toward the end of the one hour, you will only have tier 5, 6 and 7 monsters spawning.

so whenever i decide to spawn an enemy, a function checks the two struct and randomly selects a monster based on all of this information

i tried to make it as clear as i possibly can.

i have added a picture of what i have so far and where i am stuck.![alt text][1]

     [Serializable]
     public struct EnemyTier
     {
         public float BaseWeight;
         [Serializable]
         public struct NamedEnemy
         {
             public string name;
             public int BaseHealth;
             public float BaseDamage;
             public float BaseSpeed;
             public GameObject EnemyPrefab;
         }
         public NamedEnemy[] Enemie;
     }
     public EnemyTier[] Enemies;
 
     int TotalNumberofTiers;
     public int TimeinMinutes = 400;
     public float TierDifficulty = 1;
     public float TierIncreasePer10Seconds;//default is 0.002 per sec = 7.2 in one hour
 
     private void Start()
     {
         TotalNumberofTiers = Enemies.Count();
         TierIncreasePer10Seconds = TotalNumberofTiers / TimeinMinutes;
         InvokeRepeating("DifficultyAdjustment", 10,10);
     }
 
 
 
     /// <summary>
     /// selects the appropriate enemy from the structs
     /// </summary>
     public GameObject EnemySelection()
     {
   
         int PrecentageChance = 100 / TotalNumberofTiers;
         int CurrentTierCap = Mathf.RoundToInt(TierDifficulty);
 

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Answer by unity_-v4z-HsChKdEYQ · Aug 03, 2019 at 06:25 PM

so its the current tier cap that you want to set right? ... most probably not the solution but do you want to try mathf.roundtoceilint ? sometimes round to int added to a float that is update keeps resetting it , could avoid that..

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avatar image PrimeSoul · Aug 03, 2019 at 06:38 PM 0
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no int CurrentTierCap = $$anonymous$$athf.RoundToInt(TierDifficulty); works fine but that is not my question. What i need is a method to actually get all of this to work. The code that you see is probably a portion of the work needed. But i have no idea how to finish it.

avatar image PrimeSoul · Aug 03, 2019 at 06:39 PM 0
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the point of round to int is that whilst the difficulty increases it will get rounded to the number above it once it reaches a .5 interval, which will than give the player around 15 $$anonymous$$utes till the next tier increase. etc

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