public void LandPath()
    {
        _Step = E_Step.Land;

        CanControlled = false;

        baseSpeed = _Player.pathInfo.PathLength / _Player.OverTime;//基本速度
    }
Beispiel #2
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    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
    }