void NextStage() { BossTime = false; MonsterCount = 0; StageN++; if (StageN == 21) { Victory(); return; } DifficultyManager.GetComponent <DifficultyManager>().DecRecovery(); //난이도 상승. FloorUI.text = StageN.ToString(); FloorUI.GetComponent <Animation>().Play(); int StageNDiv = StageN % 20; switch (StageNDiv) { case 1: ColorChanger.SendMessage("ColorChange", 1); BGObject.SendMessage("ImageChange"); break; case 4: ColorChanger.SendMessage("ColorChange", 2); BGObject.SendMessage("ImageChange"); break; case 7: ColorChanger.SendMessage("ColorChange", 3); BGObject.SendMessage("ImageChange"); break; case 10: ColorChanger.SendMessage("ColorChange", 4); BGObject.SendMessage("ImageChange"); break; case 13: ColorChanger.SendMessage("ColorChange", 5); BGObject.SendMessage("ImageChange"); break; case 16: ColorChanger.SendMessage("ColorChange", 6); BGObject.SendMessage("ImageChange"); break; } if (StageN % 4 == 0)//특수노트 빈도증가 { DifficultyManager.SendMessage("IncNoteFreq", 1); } }
void MonsterSpawn() { ColorChanger.SendMessage("ColorChange", Random.Range(1, 3)); int i = Random.Range(0, MonsterPrefabs.Length); if (BossTime) { MonsterObject = Instantiate(BossMonsterPrefab); } else { MonsterObject = Instantiate(MonsterPrefabs[i]); } MonsterObject.SendMessage("SetStageManager"); //몬스터 스크립트가 먼저 로드되기때문에 여기서 스테이지 설정 PlayerObject.SendMessage("SetAttackAble", true); }
void Start() { ColorChanger.SendMessage("ColorChange", 1); MenuSelect(); }