//被摧毀時 public void OnDestroy() { try { TypingCellControl parent = transform.parent.parent.GetComponent <TypingCellControl>(); if (parent != null) { parent.StartCoroutine(parent.ProduceGapTime(FreLevel, parent.GapTime)); } } catch (System.Exception ex) { Debug.Log("<color=gray>不重要:</color>" + ex); } if (GM.playerPreference.IsVibrate) { //Handheld.Vibrate(); Vibration.Vibrate(15); } //產生特效:---------------- GameObject scoreTxt = Instantiate(TimingText_Prefab, gameObject.transform.position, Quaternion.identity); scoreTxt.transform.GetChild(0).GetComponent <TMPro.TextMeshProUGUI>().text = Score; //紀錄 switch (Score) { case "Perfect": ComboControl.Weighting[0]++; break; case "Good": ComboControl.Weighting[1]++; break; case "Bad": ComboControl.Weighting[2]++; break; } ComboControl.TotalScore = ComboControl.Weighting[0] * 5 + ComboControl.Weighting[1] * 2 + ComboControl.Weighting[2] - ComboControl.MissCombo * 3; Destroy(scoreTxt, 0.5f); //------------------------- }
//設定難度: public void SetDifficultLevel() { Debug.Log("難度設定OK"); TypingCellControl _obj = GameObject.FindObjectOfType <TypingCellControl>(); switch (GM.Difficult) { //Easy: case 0: _obj.BobbleLifetime = 2.5f; _obj.FreDeviation = 0.05f; _obj.GapTime = 1f; break; //Normal: case 1: _obj.BobbleLifetime = 2f; _obj.FreDeviation = 0.15f; _obj.GapTime = 0.25f; break; //Hard: case 2: _obj.BobbleLifetime = 1.5f; _obj.FreDeviation = 0.35f; _obj.GapTime = 0.15f; break; //Extreme: case 3: _obj.BobbleLifetime = 1.25f; _obj.FreDeviation = 0.85f; _obj.GapTime = 0.09f; break; } //4- (提示時間)*加速比例 MuteSoundPlayDelay = 4 - 0.5f * (_obj.BobbleLifetime / BubbleOriginAnimaTime); }