void UpdateWeatherIcon() //현재 날씨 상태에 따른 아이콘 { if (currentState != stateCtrl.GetCurrentState()) { for (int i = 0; i < weather_Image.Length; i++) { weather_Image[i].enabled = false; } } switch (stateCtrl.GetCurrentState()) { case StateCtrl.eState.Clear: break; case StateCtrl.eState.Heat: weather_Image[0].enabled = true; break; case StateCtrl.eState.Cloud: weather_Image[1].enabled = true; break; case StateCtrl.eState.Rain: weather_Image[2].enabled = true; break; case StateCtrl.eState.HeavyRain: weather_Image[2].enabled = true; break; case StateCtrl.eState.Snow: weather_Image[3].enabled = true; break; case StateCtrl.eState.HeavySnow: weather_Image[3].enabled = true; break; case StateCtrl.eState.Drought: weather_Image[4].enabled = true; break; case StateCtrl.eState.ThunderCloud: weather_Image[5].enabled = true; break; case StateCtrl.eState.Fire: weather_Image[6].enabled = true; break; } currentState = stateCtrl.GetCurrentState(); }
//break를 없애야 하나 IEnumerator PF_Controller() { while (true) { if (currentState == StateCtrl.eState.None) { currentState = StateCtrl.eState.Clear; } switch (currentState) { case StateCtrl.eState.Clear: P_2 = 0 * 3.0f; F_2 = 0 * 3.0f; break; case StateCtrl.eState.Heat: P_2 = 0 * 3.0f; F_2 = 0 * 3.0f; break; case StateCtrl.eState.Cloud: // Debug.Log("inter2"); P_2 = 0 * 1.0f; F_2 = 0 * 3.0f; break; case StateCtrl.eState.Rain: // Debug.Log("inter3"); P_2 = 0 * 3.0f; F_2 = 0 * 3.0f; break; case StateCtrl.eState.Snow: P_2 = 0 * 3.0f; F_2 = 0 * 3.0f; break; case StateCtrl.eState.Drought: P_2 = -1 * 1.0f; F_2 = -3 * 3.0f; break; case StateCtrl.eState.HeavyRain: // Debug.Log("inter4"); P_2 = -1 * 1.0f; F_2 = -2 * 3.0f; break; case StateCtrl.eState.HeavySnow: P_2 = -2 * 1.0f; F_2 = -3 * 3.0f; break; case StateCtrl.eState.ThunderCloud: P_2 = -3 * 1.0f; F_2 = -0 * 3.0f; break; case StateCtrl.eState.Chief: P_2 = -2 * 1.0f; F_2 = -2 * 3.0f; break; case StateCtrl.eState.Fire: P_2 = -0 * 1.0f; F_2 = -3 * 3.0f; break; default: break; } yield return(null); } }
void Update() { currentState = this.gameObject.GetComponent <StateCtrl>().currentState; aTime += Time.time; }