public void LandPath() { _Step = E_Step.Land; CanControlled = false; baseSpeed = _Player.pathInfo.PathLength / _Player.OverTime;//基本速度 }
public void AdvanceStep() { switch (nextStep) { case E_Step.s_raw: nextStep = E_Step.s_processor; break; case E_Step.s_processor: nextStep = E_Step.s_case; break; case E_Step.s_case: nextStep = E_Step.s_colour; break; case E_Step.s_colour: nextStep = E_Step.s_complete; break; } }
public void ContinueToPlay() { CanControlled = true; _Step = E_Step.Play; }
public void PlayToContinue() { CanControlled = false; _Step = E_Step.Cointinue; }
public void GamePath() { _Step = E_Step.Play; baseSpeed = _Player.pathInfo.PathLength / _Player.OverTime;//基本速度 }