void Update () { switch(state){ case State_.Ready: gui_ready.Begin(); state = State_.Ready_Ing; break; case State_.Ready_Ing: if(gui_ready.IsEnd) state = State_.InitPattern; break; case State_.InitPattern: m_eventSetCursor = m_pattern.GetEventSet(patternIDX); m_time = 0; patternIDX = chunkFlow.getNextChunk(); state = State_.PlayPattern; break; case State_.PlayPattern: float incTime = 0; float incRate = 1.0f; if(PlayerFish.Instance.FeverTime > 0){ incRate = PlayerFish.Instance.feverLimit / 2; timeCheck = false; } else if(PlayerFish.Instance.isInvincible){ if(!timeCheck){ incTime = -PlayerFish.Instance.invincibleTime;;//-Time.deltaTime; //* PlayerFish.Instance.dx; timeCheck = true; } } else{ timeCheck = false; } m_time += Time.deltaTime * incRate + incTime;//(Time.deltaTime + incTime); List<Event_> eventList = m_eventSetCursor.GetEvents(m_time); if(m_eventSetCursor.IsEmptyEventList()){ m_eventSetCursor.RetoreEventList(); state = State_.InitPattern; } for(int i = 0; i < eventList.Count; i++){ MakeEvent(eventList[i]); } break; case State_.End: break; } }
void Update () { switch(state){ case State_.InitPattern: m_eventSetCursor = m_pattern.GetEventSet(patternIDX); m_time = 0; patternIDX = (patternIDX + 1) % m_pattern.GetEventSize(); state = State_.PlayPattern; break; case State_.PlayPattern: m_time += Time.deltaTime; List<Event_> eventList = m_eventSetCursor.GetEvents(m_time); if(m_eventSetCursor.IsEmptyEventList()){ Debug.Log(string.Format("Next Chunk : {0}", patternIDX)); m_eventSetCursor.RetoreEventList(); state = State_.InitPattern; } for(int i = 0; i < eventList.Count; i++){ MakeEvent(eventList[i]); } break; case State_.End: break; } }
void Update () { switch(state){ case State_.InitPattern: m_eventSetCursor = m_pattern.GetEventSet(patternIDX); m_time = 0; patternIDX = chunkFlow.getNextChunk();/*(patternIDX + 1) % m_pattern.GetEventSize();*/ state = State_.PlayPattern; break; case State_.PlayPattern: m_time += Time.deltaTime; List<Event_> eventList = m_eventSetCursor.GetEvents(m_time); if(m_eventSetCursor.IsEmptyEventList()){ m_eventSetCursor.RetoreEventList(); state = State_.InitPattern; } for(int i = 0; i < eventList.Count; i++){ MakeEvent(eventList[i]); } break; case State_.End: break; } }