/// <summary> /// 回合動作 /// </summary> protected virtual void Round() { OnBeforeRound(); EffectObjects.AllDoBeforeRound(); GameObjects.AllAction(); EffectObjects.AllDoAfterRound(); OnAfterRound(); UIObjects.AllAction(); EffectObjects.AllSettlement(); GameObjects.ClearAllDead(); UIObjects.ClearAllDead(); EffectObjects.ClearAllDisabled(); Drawing(); }
/// <summary> /// 回合事件 /// </summary> protected override void Round() { UIObjects.ClearAllDead(); OnBeforeRound(); if (IsStart) { EffectObjects.AllDoBeforeRound(); GameObjects.AllAction(); EffectObjects.AllDoAfterRound(); } OnAfterRound(); if (IsStart) { EffectObjects.AllSettlement(); } UIObjects.AllAction(); GameObjects.ClearAllDead(); UIObjects.ClearAllDead(); EffectObjects.ClearAllDisabled(); if (IsStart) { // 結束時停止波數增加但不立即停止遊戲 if (IsEnding) { if (EndDelay.IsFull) { //Cursor.Show(); ShowMenu = true; IsEnding = false; IsStart = false; } else { EndDelay.Value += IntervalOfRound; } } else if (!WaveNo.IsFull) { if (WaveCounter.IsFull) { WaveCounter.Value = 0; WaveNo.Value++; GoWave(WaveNo.Value); } WaveCounter.Value += SceneIntervalOfRound; } if (!MenuCooldownCounter.IsFull) { MenuCooldownCounter.Value += IntervalOfRound; } } Drawing(); }