public void Init(ClearCondition condition, string tooltip) { assignedCondition = condition; tooltipText.text = tooltip; if (condition.type == ClearType.AllCase || condition.type == ClearType.AllFloor || condition.type == ClearType.AllTurret) { checkerText.text = "잔여"; counterText.text = (condition.goal - condition.count).ToString(); } else { checkerText.text = "현재"; counterText.text = condition.count.ToString(); } if (assignedCondition.isDone) { condImage.sprite = whenCleared; tooltipText.color = clearColor; checkerText.color = clearColor; counterText.color = clearColor; } else { condImage.sprite = notCleared; tooltipText.color = notClearedTooltipColor; counterText.color = notClearedColor; checkerText.color = notClearedColor; } }
// Constructor ------ public Stage(int bLim = 10, int bHP = 3, Weapons bWp = Weapons.Missile, bool isAct = true, ArrangementMode bArr = ArrangementMode.Manual, int tLim = 30, int sLim = 100, ClearCondition condition = ClearCondition.None) // 互換性のために一旦おいておくけど本当は消したい!!また今度やる { BalloonLimit = bLim; BalloonHP = bHP; BalloonWeaponKey = bWp; IsBalloonAction = isAct; BalloonArrangementMode = bArr; TimeLimit = tLim; ShootingLimit = sLim; GameClearCondition = condition; }