private void ProcessStageData() { currTime += Time.deltaTime; if (state == WAVESTATE.NORMAL) { float ratio = currTime / (normalWaveTime + bigWaveTime); stageTimeBar.SetTimeBar(ratio); if (currTime >= normalWaveTime && stageData.spawnDatasInNormal.Count <= currSpawnIdx) { state = WAVESTATE.BIG; currTime = 0f; currSpawnIdx = 0; return; } else if (currSpawnIdx < stageData.spawnDatasInNormal.Count && stageData.spawnDatasInNormal[currSpawnIdx].spawnTime <= currTime) { string code = stageData.spawnDatasInNormal[currSpawnIdx].spawnPieceCode; int pieceIdx = GenericDataMgr.genericData_SO.GetPieceIdxByCode(code); Instantiate( GenericDataMgr.genericData_SO.ChessPieces[pieceIdx].prefab, spawnPositions[stageData.spawnDatasInNormal[currSpawnIdx].spawnLineIdx].position, Quaternion.identity); currSpawnIdx++; } } else { float ratio = (normalWaveTime + currTime) / (normalWaveTime + bigWaveTime); stageTimeBar.SetTimeBar(ratio); if (currTime >= bigWaveTime && stageData.bigPattern.Count <= currSpawnIdx) { state = WAVESTATE.NORMAL; currTime = 0f; currSpawnIdx = 0; return; } else if (currSpawnIdx < stageData.bigPattern.Count && stageData.bigPattern[currSpawnIdx].spawnTime <= currTime) { string code = stageData.bigPattern[currSpawnIdx].spawnPieceCode; int pieceIdx = GenericDataMgr.genericData_SO.GetPieceIdxByCode(code); Instantiate( GenericDataMgr.genericData_SO.ChessPieces[pieceIdx].prefab, spawnPositions[stageData.bigPattern[currSpawnIdx].spawnLineIdx].position, Quaternion.identity); currSpawnIdx++; } } }
// Update is called once per frame void Update() { for (int i = 0; i < parts.Length; i++) { parts[i].gameObject.GetComponent <SpriteRenderer>().color = c; } //--WAVE STATE int switchCounter = 0; if (Input.GetKey(KeyCode.Alpha1)) { //red switchCounter += 1; } if (Input.GetKey(KeyCode.Alpha3)) { //blue switchCounter += 2; } if (Input.GetKey(KeyCode.Alpha2)) { //yellow switchCounter += 4; } switch (switchCounter) { case 0: currentWaveState = WAVESTATE.NONE; c = Color.white; audioLow.mute = true; audioNorm.mute = true; audioHigh.mute = true; audioCombo.mute = true; Debug.Log("NO STATE"); break; case 1: currentWaveState = WAVESTATE.RED; c = Color.red; audioLow.mute = false; audioNorm.mute = true; audioHigh.mute = true; audioCombo.mute = true; Debug.Log(currentWaveState); break; case 2: currentWaveState = WAVESTATE.BLUE; c = Color.blue; audioLow.mute = true; audioNorm.mute = true; audioHigh.mute = false; audioCombo.mute = true; Debug.Log(currentWaveState); break; case 3: currentWaveState = WAVESTATE.PURPLE; c = Color.magenta; audioLow.mute = true; audioNorm.mute = true; audioHigh.mute = true; audioCombo.mute = false; Debug.Log(currentWaveState); break; case 4: currentWaveState = WAVESTATE.YELLOW; c = Color.yellow; audioLow.mute = true; audioNorm.mute = false; audioHigh.mute = true; audioCombo.mute = true; Debug.Log(currentWaveState); break; case 5: currentWaveState = WAVESTATE.ORANGE; c = new Color(255, 165, 0); audioLow.mute = true; audioNorm.mute = true; audioHigh.mute = true; audioCombo.mute = false; Debug.Log(currentWaveState); break; case 6: currentWaveState = WAVESTATE.GREEN; c = Color.green; audioLow.mute = true; audioNorm.mute = true; audioHigh.mute = true; audioCombo.mute = false; Debug.Log(currentWaveState); break; default: break; } }