Example #1
0
        void EditedStageMaking()
        {
            StageST.InitForStageLoading();
            if (editedList == null)
            {
                ErrorManager.SpurtError("파일이 없음");
            }

            editedList.Sort(
                delegate(StageEditorST x, StageEditorST y)
            {
                return(x.pos.CompareTo(y.pos));
            }
                );

            for (int i = 0; i < editedList.Count; i++)
            {
                if (editedList[i].IsTurnChunks())   //턴 청크면
                {
                    StageST.EnqueStageTurningPoint(editedList[i].GetRealTurningPoint(), editedList[i].whichTurn);
                }
                else
                {
                    StageST.EnqueStageObjs(editedList[i].soa.spawnObjType[0],
                                           editedList[i].soa.spawnObjType[1],
                                           editedList[i].soa.spawnObjType[2]);
                }
            }
            editedList.Clear();
        }
Example #2
0
        public void MakeTurnSetQueNode(int number = 1)
        {
            if (number < 1)
            {
                number = 1;
            }
            for (int i = 0; i < number; i++)
            {
                float tp = exTurnPoint + Random.Range(Constants.turningTerm, Constants.turningTerm + 10);    //10~ 20 후에 터닝포인트 생성
                exTurnPoint = tp;
                E_WhichTurn wt = (Random.Range(0, 2) == 0) ? wt = E_WhichTurn.LEFT : wt = E_WhichTurn.RIGHT;

                StageST.EnqueStageTurningPoint(tp, wt);
            }
        }
Example #3
0
        void Stage_12_Making()
        {
            StageST.InitForStageLoading();

            /********************************  맵 구성요소 저장   ******************************************/

            StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD); //이걸 쭉 이어나가서 큐 만들기.
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);


            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN);
        }
Example #4
0
        void Stage_7_Making()
        {
            StageST.InitForStageLoading();

            /********************************  맵 구성요소 저장   ******************************************/

            StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 4, E_WhichTurn.LEFT);
            StageST.EnqueStageTurningPoint(Constants.turningTerm * 5, E_WhichTurn.LEFT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); //이걸 쭉 이어나가서 큐 만들기.
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.HPPLUS, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.UPPER_HUDDLE_3, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.MAGNET, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);

            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
            StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING);
        }