Esempio n. 1
0
	void Update () {
		switch(state){
			case State_.Ready:
				gui_ready.Begin();
				state = State_.Ready_Ing;
			break;
			
			case State_.Ready_Ing:
				if(gui_ready.IsEnd)
					state = State_.InitPattern;
			break;
			
			case State_.InitPattern:
			m_eventSetCursor = m_pattern.GetEventSet(patternIDX);
			m_time = 0;
			patternIDX = chunkFlow.getNextChunk();
			state = State_.PlayPattern;
			break;
			
			case State_.PlayPattern:
			float incTime = 0;
			float incRate = 1.0f;
			if(PlayerFish.Instance.FeverTime > 0){
				incRate = PlayerFish.Instance.feverLimit / 2;
				timeCheck = false;
			}
			else if(PlayerFish.Instance.isInvincible){
				if(!timeCheck){
					incTime = -PlayerFish.Instance.invincibleTime;;//-Time.deltaTime; //* PlayerFish.Instance.dx;
					timeCheck = true;
				}
			}
			else{
				timeCheck = false;
			}
			
			m_time += Time.deltaTime * incRate + incTime;//(Time.deltaTime + incTime);
			List<Event_> eventList = m_eventSetCursor.GetEvents(m_time);
			
			if(m_eventSetCursor.IsEmptyEventList()){
				m_eventSetCursor.RetoreEventList();
				state = State_.InitPattern;
			}
			
			for(int i = 0; i < eventList.Count; i++){
				MakeEvent(eventList[i]);	
			}
			break;
			
			case State_.End:
			break;
		}
	}
Esempio n. 2
0
	void Update () {
		switch(state){
			case State_.InitPattern:
			m_eventSetCursor = m_pattern.GetEventSet(patternIDX);
			m_time = 0;
			patternIDX = (patternIDX + 1) % m_pattern.GetEventSize();
			state = State_.PlayPattern;
			break;
			
			case State_.PlayPattern:
			m_time += Time.deltaTime;
			List<Event_> eventList = m_eventSetCursor.GetEvents(m_time);
			
			if(m_eventSetCursor.IsEmptyEventList()){
				Debug.Log(string.Format("Next Chunk : {0}", patternIDX));
				m_eventSetCursor.RetoreEventList();
				state = State_.InitPattern;
			}
			
			for(int i = 0; i < eventList.Count; i++){
				MakeEvent(eventList[i]);	
			}
			break;
			
			case State_.End:
			break;
		}
	}
Esempio n. 3
0
	void Update () {
		switch(state){
			case State_.InitPattern:
			m_eventSetCursor = m_pattern.GetEventSet(patternIDX);
			m_time = 0;
			patternIDX = chunkFlow.getNextChunk();/*(patternIDX + 1) % m_pattern.GetEventSize();*/
			state = State_.PlayPattern;
			break;
			
			case State_.PlayPattern:
			m_time += Time.deltaTime;
			List<Event_> eventList = m_eventSetCursor.GetEvents(m_time);
			
			if(m_eventSetCursor.IsEmptyEventList()){
				m_eventSetCursor.RetoreEventList();
				state = State_.InitPattern;
			}
			
			for(int i = 0; i < eventList.Count; i++){
				MakeEvent(eventList[i]);	
			}
			break;
			
			case State_.End:
			break;
		}
	}