//更新難度 protected void UpdateStageDifficulty(StageController.Difficulty difficulty) { //先更新難度 _stageCondition._stageController.SetDifficulty(difficulty); _difficulity = difficulty; UpdateCreatorDiffculty(); //然後是要打敗的敵人數量 if (_difficulity == StageController.Difficulty.easy) { UpdateDifficultyParameter((SingleWaveParameter)_difficultyManager.Easy); } else if (_difficulity == StageController.Difficulty.normal) { UpdateDifficultyParameter((SingleWaveParameter)_difficultyManager.Normal); } else if (_difficulity == StageController.Difficulty.hard) { UpdateDifficultyParameter((SingleWaveParameter)_difficultyManager.Hard); } else if (_difficulity == StageController.Difficulty.insame) { UpdateDifficultyParameter((SingleWaveParameter)_difficultyManager.Insame); } }
//設定難度 public override void SetDifficulty(StageController.Difficulty difficulity) { //如果是簡單 if (difficulity == StageController.Difficulty.easy) { SetStageDifficulty(_difficultyManager.Easy); } else if (difficulity == StageController.Difficulty.normal) { SetStageDifficulty(_difficultyManager.Normal); } else if (difficulity == StageController.Difficulty.hard) { SetStageDifficulty(_difficultyManager.Hard); } else //if (difficulity == StageController.Difficulty.insame) { SetStageDifficulty(_difficultyManager.Insame); } }
//設定難度 public void SetDifficulty(StageController.Difficulty difficulity) { _difficulty = difficulity; //如果是簡單 if (_difficulty == StageController.Difficulty.easy) { SetStageDifficulty(_enemyDifficulityManager.Easy); } else if (_difficulty == StageController.Difficulty.normal) { SetStageDifficulty(_enemyDifficulityManager.Normal); } else if (_difficulty == StageController.Difficulty.hard) { SetStageDifficulty(_enemyDifficulityManager.Hard); } else if (_difficulty == StageController.Difficulty.insame) { SetStageDifficulty(_enemyDifficulityManager.Insame); } _serviceRemainTime = _nowEnemyDifficulty._enemyServiceTime; }
//設定難度 //目前只要設定敵人生產數量 public void SetDifficulty(StageController.Difficulty difficulity) { //也會對應敵人的難度 _difficulity = difficulity; //如果是簡單 if (_difficulity == StageController.Difficulty.easy) { _enemyParMinute = _easyModeEnemyParMinut; } else if (_difficulity == StageController.Difficulty.normal) { _enemyParMinute = _normalModeEnemyParMinut; } else if (_difficulity == StageController.Difficulty.hard) { _enemyParMinute = _hardModeEnemyParMinut; } else if (_difficulity == StageController.Difficulty.insame) { _enemyParMinute = _insameModeEnemyParMinut; } }
//更新難度 public void UpdateStageDifficulty(StageController.Difficulty difficulty) { //先更新難度 _stageController.SetDifficulty(difficulty); _difficulity = difficulty; //然後是要打敗的敵人數量 if (_difficulity == StageController.Difficulty.easy) { UpdateDifficultyParameter((CleanAllEnemyStageDifficulty)_difficultyManager.Easy); } else if (_difficulity == StageController.Difficulty.normal) { UpdateDifficultyParameter((CleanAllEnemyStageDifficulty)_difficultyManager.Normal); } else if (_difficulity == StageController.Difficulty.hard) { UpdateDifficultyParameter((CleanAllEnemyStageDifficulty)_difficultyManager.Hard); } else if (_difficulity == StageController.Difficulty.insame) { UpdateDifficultyParameter((CleanAllEnemyStageDifficulty)_difficultyManager.Insame); } }
//設定難度把所有難度轉進去 public override void SetDifficulty(StageController.Difficulty difficulty) { if (_enemyWeakPointList.Count > 0) { //設定相關事件,還有把parameter丟進去 for (int i = 0; i < _enemyWeakPointList.Count; i++) { try { _enemyWeakPointList[i]._difficultyManager = _enemyWeakPointParameterList[i]; //設定難度 //如果是簡單 _enemyWeakPointList[i].SetDifficulty(difficulty); //註冊事件 _enemyWeakPointList[i]._getDamage += new WeakPointListSingleItem.PointGetDamage(SpotDamage); //註冊事件 _enemyWeakPointList[i]._hpZero += new WeakPointListSingleItem.HPZero(SpotHPzero); } catch { } } } }