Beispiel #1
0
 void Start()
 {
     delay             = true;
     nowlevel          = leveldifficulty.Easy;
     difficultypattern = EasyPattern;
     difficultyTime    = EasyTime;
     data = CSVReader.Read("stack");
 }
Beispiel #2
0
    // Update is called once per
    void Update()
    {
        //print(timer+" " + difficultyTime);

        if (timer > difficultyTime && SP == false)
        {
            delay = true;
            timer = 0;

            switch (nowlevel)
            {
            case leveldifficulty.Easy:
                print("normal");
                nowlevel          = leveldifficulty.normal;
                difficultypattern = NormalPattern;
                difficultyTime    = NormalTime;

                Timesysyem.nanido_bgmspeed = 1.2f;

                break;

            case leveldifficulty.normal:
                print("hard");
                nowlevel          = leveldifficulty.Hard;
                difficultypattern = HardPattern;
                difficultyTime    = HardTime;

                Timesysyem.nanido_bgmspeed = 1.5f;
                break;

            case leveldifficulty.Hard:
                print("EZ");
                nowlevel          = leveldifficulty.Easy;
                difficultypattern = EasyPattern;
                difficultyTime    = EasyTime;

                Timesysyem.nanido_bgmspeed = 1f;
                break;
            }
        }
        if (delay == true)
        {
            //if문으로 패턴 실행중이면 실행시키지않는다
            if (event_ == true)
            {
                random = (int)UnityEngine.Random.Range(1, difficultypattern);
                //UnityEngine.Debug.Log(random);
                switch (random)
                {                //패턴 추가시 그패턴의 시작지점
                case 1:
                    pettern = 0; //시작지점은 무조건0번부터시작한다
                    break;

                case 2:
                    pettern = 2;
                    break;

                case 3:
                    pettern = 4;
                    break;

                case 4:
                    pettern = 6;
                    break;

                case 5:
                    pettern = 8;
                    break;

                case 6:
                    pettern = 9;
                    break;

                case 7:
                    pettern = 10;
                    break;

                case 8:
                    pettern = 11;
                    break;

                case 9:
                    pettern = 12;
                    break;

                case 10:
                    pettern = 15;
                    break;

                case 11:
                    pettern = 18;
                    break;

                case 12:
                    pettern = 22;
                    break;

                case 13:
                    pettern = 26;
                    break;

                case 14:
                    pettern = 30;
                    break;

                case 15:
                    pettern = 34;
                    break;

                case 16:
                    pettern = 36;
                    break;

                case 17:
                    pettern = 38;
                    break;

                case 18:
                    pettern = 40;
                    break;

                case 19:
                    pettern = 42;
                    break;

                case 20:
                    pettern = 52;
                    break;

                case 21:
                    pettern = 57;
                    break;

                case 22:
                    pettern = 60;
                    break;

                case 23:
                    pettern = 63;
                    break;

                case 24:
                    pettern = 66;
                    break;

                case 25:
                    pettern = 69;
                    break;

                case 26:
                    pettern = 74;
                    break;

                case 27:
                    pettern = 77;
                    break;

                case 28:
                    pettern = 80;
                    break;

                case 29:
                    pettern = 83;
                    break;

                case 30:
                    pettern = 86;
                    break;

                case 31:
                    pettern = 91;
                    break;

                case 32:
                    pettern = 94;
                    break;

                case 33:
                    pettern = 97;
                    break;

                case 34:
                    pettern = 100;
                    break;
                }

                //패턴 값을 받아온다
                datalode(pettern);
                pattern_num = random;
                spawn_time  = (float)spawn_time * 0.01f;
                //UnityEngine.Debug.Log(spawn_time + "      " + ability + "  " + sizex + "," + sizey + "          " + posx + "," + posy + "   ");
                //UnityEngine.Debug.Log("   스폰타임      능력    사이즈       x y   ");

                event_ = false;
            }

            try
            {
                if (spawn_time <= time1 && event_ == false)
                {
                    time1 += Time.deltaTime;
                    objectspawn(ability, sizex, sizey, posx, posy);

                    time = 0;
                    if (pattern_num == (int)data[pettern + 1]["pt"])
                    {
                        SP = true;
                        pettern++;
                        datalode(pettern);
                        spawn_time = (float)spawn_time * 0.01f;
                    }
                    else
                    {
                        event_ = true;
                        SP     = false;
                    }
                }
            }
            catch (ArgumentOutOfRangeException)
            {
                SP     = false;
                event_ = true;
            }

            time += Time.deltaTime;
            time1 = time - Time.deltaTime;


            timer += Time.deltaTime;
            //랜덤값
            // 실행 이벤트
            //실행된후 시간 측정
            //맞는 시간이 되었을때 OBJSPAWN 실행
            //실행
        }
    }