コード例 #1
0
 public void PlayDoorSound(CommonData.NOTE_LINE line)
 {
     if (PlayerData.Instance.GetEffectSoundSetting())
     {
         mDoorSystem.PlaySound(line);
     }
 }
コード例 #2
0
ファイル: NoteGroup.cs プロジェクト: kdh3040/GOL
    public bool DeleteNote(CommonData.NOTE_LINE type, bool touchDelete = true)
    {
        var note     = NoteList[(int)type];
        var noteType = note.NoteType;
        var noteId   = note.NoteId;

        if (noteType != CommonData.NOTE_TYPE.NONE)
        {
            switch (noteType)
            {
            case CommonData.NOTE_TYPE.NORMAL:
                var noteData = DataManager.Instance.NoteDataDic[noteId];
                GamePlayManager.Instance.PlusScore(noteData.Score);
                break;

            case CommonData.NOTE_TYPE.ITEM:
                if (touchDelete)
                {
                    GamePlayManager.Instance.PlusItem(noteId);
                }
                break;

            default:
                break;
            }

            GamePlayManager.Instance.DeleteNoteAni(note);
            note.ResetNote();

            return(true);
        }


        return(false);
    }
コード例 #3
0
    public bool IsGameOver(CommonData.NOTE_LINE line)
    {
        if (SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.DAMAGE_SHIELD_TIME) != null)
        {
            return(false);
        }
        else if (SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.DAMAGE_SHIELD_COUNT) != null)
        {
            var skill = SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.DAMAGE_SHIELD_COUNT) as GameSkill_DamageShieldCount;

            if (skill.CharShield())
            {
                mGameUIPage.RefreshShieldItemUI();
                mDoorSystem.ShowSkillEffect_Shield(line);
                SetDoorState(line, Door.DOOR_STATE.OPEN);
                return(false);
            }
        }
        else if (SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.RESURRECTION) != null)
        {
            var skill = SkillManager.Instance.GetGameSkill(SkillManager.SKILL_TYPE.RESURRECTION) as GameSkill_Resurrection;

            if (skill.IsResurrection())
            {
                GameRevival(true);
                return(false);
            }
        }

        return(true);
    }
コード例 #4
0
 public void SetData(CommonData.NOTE_LINE type)
 {
     Data         = DataManager.Instance.DoorDataDic[PlayerData.Instance.GetUseSkin(CommonData.SKIN_TYPE.DOOR)];
     NoteLineType = type;
     EffectPlay   = false;
     DoorState    = DOOR_STATE.NONE;
     SetDoorState(DOOR_STATE.CLOSE, false);
 }
コード例 #5
0
    public void SetNote(CommonData.NOTE_LINE lineType, CommonData.NOTE_TYPE type, int id)
    {
        ResetNote();

        // 밑에 클립 명 데이터화 필요

        switch (type)
        {
        case CommonData.NOTE_TYPE.NORMAL:
            SetNormalNote(id);
            break;

        case CommonData.NOTE_TYPE.ITEM:
            SetItemNote(id);
            break;

        default:
            break;
        }

        NoteLineType = lineType;
    }
コード例 #6
0
    public void ClickDoor(Door door)
    {
        if (StartType != START_TYPE.NONE)
        {
            return;
        }

        if (IsGamePause)
        {
            return;
        }

        Click     = true;
        ClickLine = door.NoteLineType;

        //    mNoteSystem.NoteDeleteCheck(door);
        //// 라인타입
        //mPlayerChar.ActionDoorClose(door);

        //SetDoorState(door.NoteLineType, Door.DOOR_STATE.CLOSE);

        //PlayDoorSound(door.NoteLineType);
    }
コード例 #7
0
    private void AllocateNoteGroup(int index)
    {
        // 노트 생성
        int createCount = Random.Range(1, ConfigData.Instance.NOTE_CREATE_SAMETIME_MAX_COUNT + 1);
        List <KeyValuePair <CommonData.NOTE_TYPE, int> > createNoteList = new List <KeyValuePair <CommonData.NOTE_TYPE, int> >();

        for (int i = (int)CommonData.NOTE_LINE.INDEX_1; i <= (int)CommonData.NOTE_LINE.INDEX_3; i++)
        {
            createNoteList.Add(new KeyValuePair <CommonData.NOTE_TYPE, int>(CommonData.NOTE_TYPE.NONE, 0));
        }

        for (int i = 0; i < createCount; i++)
        {
            var createNoteLine = 0;
            while (true)
            {
                createNoteLine = Random.Range((int)CommonData.NOTE_LINE.INDEX_1, (int)CommonData.NOTE_LINE.INDEX_3 + 1);

                if (ChainCreateNoteLine == (CommonData.NOTE_LINE)createNoteLine)
                {
                    if (ChainCreateNoteCount >= GamePlayManager.Instance.NoteChainCount)
                    {
                        continue;
                    }

                    ChainCreateNoteLine = (CommonData.NOTE_LINE)createNoteLine;
                    ChainCreateNoteCount++;
                    break;
                }
                else if (ChainCreateNoteLine != (CommonData.NOTE_LINE)createNoteLine)
                {
                    ChainCreateNoteLine  = (CommonData.NOTE_LINE)createNoteLine;
                    ChainCreateNoteCount = 0;
                    break;
                }

                //if (createNoteList[createNoteLine].Key == CommonData.NOTE_TYPE.NONE)
                //    break;
            }

            ChainCreateNoteLine = (CommonData.NOTE_LINE)createNoteLine;
            ChainCreateNoteCount++;

            var createNoteId   = 0;
            var createNoteType = CommonData.NOTE_TYPE.NORMAL;
            if (Random.Range(0f, 100.0f) < ItemNoteCreatePercent)
            {
                createNoteType = CommonData.NOTE_TYPE.ITEM;
                createNoteId   = PickItemNoteId();

                if (createNoteId == 0)
                {
                    createNoteType = CommonData.NOTE_TYPE.NORMAL;
                }
            }

            if (createNoteType == CommonData.NOTE_TYPE.NORMAL)
            {
                createNoteId = PickNormalNoteId();
            }

            createNoteList[createNoteLine] = new KeyValuePair <CommonData.NOTE_TYPE, int>(createNoteType, createNoteId);
        }

        NoteGroupList[index].SetNoteData(createNoteList);
    }
コード例 #8
0
ファイル: DoorSystem.cs プロジェクト: kdh3040/GOL
 public void SetDoorEffect(CommonData.NOTE_LINE line, string trigger)
 {
     DoorList[(int)line].SetEffect(trigger);
 }
コード例 #9
0
ファイル: DoorSystem.cs プロジェクト: kdh3040/GOL
 public void ShowSkillEffect_Shield(CommonData.NOTE_LINE line)
 {
     SetDoorEffect(line, "SHIELD");
 }
コード例 #10
0
ファイル: DoorSystem.cs プロジェクト: kdh3040/GOL
    public void PlaySound(CommonData.NOTE_LINE line)
    {
        var DoorNum = (int)line;

        DoorList[DoorNum].PlaySound();
    }
コード例 #11
0
ファイル: DoorSystem.cs プロジェクト: kdh3040/GOL
    public void SetDoorState(CommonData.NOTE_LINE line, Door.DOOR_STATE state, bool closeEffect = true)
    {
        var DoorNum = (int)line;

        DoorList[DoorNum].SetDoorState(state, closeEffect);
    }
コード例 #12
0
 public void SetDoorState(CommonData.NOTE_LINE line, Door.DOOR_STATE state, bool closeMsg = true)
 {
     mDoorSystem.SetDoorState(line, state, closeMsg);
 }