public void DoPlaySpawnSomthing(int iDifficultyValue) { if (p_bLock_Spawn) { return; } _eState = EState.Spawning; Enum_SpawnName eSpawnName = OnSpawnSomthing(iDifficultyValue); for (int i = 0; i < iDifficultyValue; i++) { int iRandomIndex = Random.Range(0, _listSpawner.Count); CSpawnerBase <Enum_SpawnName, Class_SpawnTarget> pSpawner = _listSpawner[iRandomIndex]; pSpawner.p_eGenerateKey = eSpawnName; pSpawner.DoPlayPattern(); } _eState = EState.SpawnFinish; }