IEnumerator ShowKey(GoldenKeyState state, Action _End) { GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(true); yield return(new WaitForSeconds(2)); GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(false); _End(); }
IEnumerator ShowKey(PlayerCtr player, int value, GoldenKeyState state, Action _End) { GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(true); yield return(new WaitForSeconds(2)); GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(false); GameManager.Move(player, value, _End); }
IEnumerator ShowKey(GoldenKeyState state, int id, Action _End) { GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(true); yield return(new WaitForSeconds(2)); GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(false); if (state == GoldenKeyState.GetGround) { yield return(StartCoroutine(ShowGroundGet(id))); } _End(); }
public static Transform GetGoldenObj(GoldenKeyState state) { return(GoldenShow[(int)state]); }
public override void Act(PlayerCtr player, Action _End) { GoldenKeyState state = (GoldenKeyState)UnityEngine.Random.Range((int)0, (int)8); // state = GoldenKeyState.MoveBack; Debug.Log(state); PlayerCtr enemy = GameManager.FindPlayer(player.Next_Player_Id); switch (state) { case GoldenKeyState.GetGround: List <int> enemygroundlist = enemy.GetGroundIds(); int ran = 0; // UnityEngine.Random.Range(0, enemygroundlist.Count); int id = 0; // enemygroundlist[ran]; if (enemygroundlist == null) { StartCoroutine(ShowKey(state, id, _End)); break; } else if (enemygroundlist.Count == 0) { StartCoroutine(ShowKey(state, id, _End)); break; } else { ran = UnityEngine.Random.Range(0, enemygroundlist.Count); id = enemygroundlist[ran]; GameManager.SteelGround(id, player); StartCoroutine(ShowKey(state, id, _End)); } break; /*case GoldenKeyState.EscapeMooindo: * player.Escape = true; * * StartCoroutine(ShowKey(state, _End)); * break;*/ case GoldenKeyState.HpUp: player.GetDamaged(-200); player.SetUI(true); StartCoroutine(ShowKey(state, _End)); break; case GoldenKeyState.HpDown: player.GetDamaged(200); player.SetUI(true); StartCoroutine(ShowKey(state, _End)); break; case GoldenKeyState.EHpUp: enemy.GetDamaged(-200); enemy.SetUI(false); StartCoroutine(ShowKey(state, _End)); break; case GoldenKeyState.EHpDown: enemy.GetDamaged(200); enemy.SetUI(false); StartCoroutine(ShowKey(state, _End)); break; case GoldenKeyState.MoveFront: StartCoroutine(ShowKey(player, 3, state, _End)); break; case GoldenKeyState.MoveBack: StartCoroutine(ShowKey(player, -3, state, _End)); break; case GoldenKeyState.BackStart: StartCoroutine(ShowKey(player, GameManager.grounds.Length - player.Now_Ground_Id, state, _End)); break; default: //Debug.Log("에러"); break; } }