private void EmotionalAct() { for (int i = 0; i < RoomManager.Instance.RU.Length; i++) { GameObject gameObject = BrickManManager.Instance.Get(RoomManager.Instance.RU[i].seq); if (null != gameObject) { TPController component = gameObject.GetComponent <TPController>(); if (null != component) { string empty = string.Empty; float num = (float)i / (float)RoomManager.Instance.RU.Length; empty = ((num < 0.2f) ? grade1st[UnityEngine.Random.Range(0, grade1st.Length)] : ((!(num < 0.6f)) ? grade3rd[UnityEngine.Random.Range(0, grade3rd.Length)] : grade2nd[UnityEngine.Random.Range(0, grade2nd.Length)])); component.EmotionalAct(empty); } } } }
private void EmotionalAct() { int num = 0; TPController tPController = null; for (int i = 0; i < RoomManager.Instance.RU.Length; i++) { if (!RoomManager.Instance.RU[i].red) { GameObject gameObject = BrickManManager.Instance.Get(RoomManager.Instance.RU[i].seq); if (null != gameObject) { TPController component = gameObject.GetComponent <TPController>(); if (null != component) { string ani = win[UnityEngine.Random.Range(0, win.Length)]; if (cvtEndCode == -1) { ani = lose[UnityEngine.Random.Range(0, lose.Length)]; tPController = component; } else if (num == 0) { ani = winner[UnityEngine.Random.Range(0, winner.Length)]; } num++; component.EmotionalAct(ani); } } } } num = 0; for (int j = 0; j < RoomManager.Instance.RU.Length; j++) { if (RoomManager.Instance.RU[j].red) { GameObject gameObject2 = BrickManManager.Instance.Get(RoomManager.Instance.RU[j].seq); if (null != gameObject2) { TPController component2 = gameObject2.GetComponent <TPController>(); if (null != component2) { string ani2 = win[UnityEngine.Random.Range(0, win.Length)]; if (cvtEndCode == 1) { ani2 = lose[UnityEngine.Random.Range(0, lose.Length)]; tPController = component2; } else if (num == 0) { ani2 = winner[UnityEngine.Random.Range(0, winner.Length)]; } num++; component2.EmotionalAct(ani2); } } } } if (null != tPController) { tPController.EmotionalAct(loser[UnityEngine.Random.Range(0, loser.Length)]); } }