Example #1
0
    //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);
        }
    }
Example #2
0
 //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);
     }
 }
Example #3
0
 //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;
 }
Example #4
0
 //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;
     }
 }
Example #5
0
 //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);
     }
 }
Example #6
0
    //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
                { }
            }
        }
    }