void Set_Up_Score_Data()                                                                                // 점수 설정 메소드.
    {
        m_Score_of_Distance  = System.Convert.ToInt32(Distance_Checker.GetInstance().Get_Distance() * 100); // 1m당 100점
        m_Distance_Text.text = m_Score_of_Distance.ToString() + " 점";

        m_Score_of_Small_Enemy_Kill = StageManager.GetInstance().Get_Small_Enemy_Kill_Num() * 200; // 킬당 200점
        m_Small_Kill_Text.text      = "소형 : " + m_Score_of_Small_Enemy_Kill.ToString() + " 점";

        m_Score_of_Middle_Enemy_Kill = StageManager.GetInstance().Get_Middle_Enemy_Kill_Num() * 1500; // 킬당 1500점
        m_Middle_Kill_Text.text      = "중형 : " + m_Score_of_Middle_Enemy_Kill.ToString() + " 점";

        m_Score_of_Boss_Enemy_Kill = StageManager.GetInstance().Get_Big_Enemy_Kill_Num() * 10000; // 킬당 10000점
        m_Boss_Kill_Text.text      = "보스 : " + m_Score_of_Boss_Enemy_Kill.ToString() + " 점";

        m_Score_of_Obstacle_Destroy = StageManager.GetInstance().Get_Obstacle_Destroy_Num() * 200; // 파괴당 200점
        m_Obstacle_Text.text        = m_Score_of_Obstacle_Destroy.ToString() + " 점";

        m_Score_of_Item_Getting = StageManager.GetInstance().Get_Fish_Item_Num() * 300; // 개당 300점
        m_Item_Text.text        = m_Score_of_Item_Getting.ToString() + " 점";

        // 총 점수
        m_Total_Score = m_Score_of_Distance + m_Score_of_Small_Enemy_Kill + m_Score_of_Middle_Enemy_Kill + m_Score_of_Boss_Enemy_Kill + m_Score_of_Obstacle_Destroy + m_Score_of_Item_Getting;

        m_Total_Score_Text.text = m_Total_Score.ToString() + " 점";
    }
    void Awake()
    {
        m_Instance = this;

        Set_Speed(MapScroll.GetInstance().Get_Lane_Speed());

        m_DistanceChecker_Coroutine = Distance_Check();

        StartCoroutine(m_DistanceChecker_Coroutine);
    }
Beispiel #3
0
    IEnumerator SlowDown()
    {
        while (true)
        {
            if (m_SlowDown_Time >= 1.0f)
            {
                m_is_FeverTime_On = false;                                       // 피버타임 종료.

                Player.GetInstance().Invincibility_Change();                     // 무적 비활성화.
                MapScroll.GetInstance().Change_Speed(FEVER_TIME_SPEED.NORMAL);   // 맵스크롤 속도 초기화.
                MapScroll.GetInstance().Map_Change_Normal();                     // 맵을 노말 모드로 변경.
                m_Elapsed_FeverTime    = m_FeverTime_Duration;                   // 시간 초기화.
                m_Curr_FeverTime_Point = 0;                                      // 포인트 초기화.
                m_SlowDown_Time        = 0.0f;                                   // 감속 시간 초기화.
                Distance_Checker.GetInstance().Reset_Distance_For_Fever_Point(); // 피버타임용 거리 측정기 초기화.
                Player.GetInstance().Attack_On();                                // 공격 재시작.

                StopCoroutine(m_SlowDown);                                       // 감속 종료
                StartCoroutine(m_FeverTime);                                     // 피버타임 검사 재시작.
            }

            else if (m_SlowDown_Time >= 0.75f)
            {
                MapScroll.GetInstance().Change_Speed(FEVER_TIME_SPEED.SLOWDOWN_X2); // 이동속도 초기화.
            }

            else if (m_SlowDown_Time >= 0.5f)
            {
                MapScroll.GetInstance().Change_Speed(FEVER_TIME_SPEED.SLOWDOWN_X3); // 이동속도 초기화.
            }

            else if (m_SlowDown_Time >= 0.25f)
            {
                MapScroll.GetInstance().Change_Speed(FEVER_TIME_SPEED.SLOWDOWN_X4); // 이동속도 초기화.
                m_Fade_Object.GetComponent <Fade_Manager>().Fade_In();              // 페이드 인 실행.
            }

            m_SlowDown_Time += Time.deltaTime;

            yield return(null);
        }
    }
Beispiel #4
0
 public void Change_Speed(float main_speed_var) // 몇 배속인가?
 {
     m_Main_Speed = main_speed_var;
     Distance_Checker.GetInstance().Set_Speed(m_Lane_Speed * m_Main_Speed);
 }