Beispiel #1
0
    void GameSequenceEvent()
    {
        if (m_UpdateSequence)
        {
            return;
        }
        m_UpdateSequence = true;

        if (m_SequenceProgress[(int)m_GameSequence])
        {
            return;
        }

        float timer = TimerNet.GetTimer(m_SequenceTimerKey);

        if (timer > 0.0f)
        {
            return;
        }

        switch (m_GameSequence)
        {
        case E_GAMESEQUENCE.BEGINGAME:
        {
            SetNextGameSequence();
        }
        break;

        case E_GAMESEQUENCE.READY:
        {
            m_GameReadyCanvas.Run();
            SetNextGameSequence();
        }
        break;

        case E_GAMESEQUENCE.START:
        {
            if (m_GameReadyCanvas.IsComplete)
            {
                SetNextGameSequence();
            }
        }
        break;

        case E_GAMESEQUENCE.NORMALSTAGESTART:
        {
            m_SpawnManager.NormalMonsterSpawnStart();
            m_ControlCanvas.SetActive(true);
            m_SkillUICanvas.SetActive(true);
            m_GameUICanvas.TimeCheck(true);
            SetNextGameSequence();
        }
        break;

        case E_GAMESEQUENCE.NORMALSTAGE:
        {
            if (m_SpawnManager.IsAllNormalMonsterSpawnOperationsCompleted())
            {
                SetNextGameSequence(1.5f);
            }
        }
        break;

        case E_GAMESEQUENCE.NORMALSTAGE_END:
        {
            m_PianoEffect.CurtainClose();
            SetNextGameSequence(2.0f);
        }
        break;

        case E_GAMESEQUENCE.BOSSSTAGESTART:
        {
            m_PianoEffect.CurtainOpen();
            m_BossUICanvas.gameObject.SetActive(true);
            m_MyCharacter.transform.position = m_BossRoomStartPoint.position;
            m_MyCharacter.transform.rotation = Quaternion.identity;
            VerticalFollowCamera.SetDistanceSmooth(5.0f, 1.5f);
            SetNextGameSequence();
        }
        break;

        case E_GAMESEQUENCE.BOSSSTAGE:
        {
            m_SpawnManager.BossMonsterSpawnStart();
            SetNextGameSequence();
        }
        break;

        case E_GAMESEQUENCE.BOSSSTAGE_END:
        {
            if (m_SpawnManager.IsAllBossMonsterSpawnOperationsCompleted())
            {
                DeleteTeamAllUnits(E_TEAMTYPE.BLUE);
                DeleteTeamAllUnits(E_TEAMTYPE.GREEN);
                DeleteTeamAllUnits(E_TEAMTYPE.YELLOW);
                GameClearUIOpen();
                m_GameUICanvas.TimeCheck(false);
                SetNextGameSequence();
            }
        }
        break;

        case E_GAMESEQUENCE.AFTERGAME:
        {
            m_SequenceProgress[(int)m_GameSequence] = true;
        }
        break;

        default:
            break;
        }
    }