Esempio n. 1
0
    IEnumerator ShowKey(GoldenKeyState state, Action _End)
    {
        GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(true);

        yield return(new WaitForSeconds(2));

        GoldenKeyManager.GetGoldenObj(state).gameObject.SetActive(false);

        _End();
    }
Esempio n. 2
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    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);
    }
Esempio n. 3
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    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]);
 }
Esempio n. 5
0
    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;
        }
    }