public void Init() { EventManager.Register(this, EventID.EVENT_TOUCH_DOWN, EventID.EVENT_TOUCH_MOVE); addCount = (int)(GameConst.GAME_STEP_INTERVAL * 7); addStepDis += GameConst.GAME_STEP_INTERVAL; for (int i = 0; i < 1; i++) { InGameBaseObj obj = AddObj(InGameBaseObj.enObjType.step); obj.transform.position = new Vector3(0, 0, addStepDis); addStepDis += GameConst.GAME_STEP_INTERVAL; InGameStep step = (InGameStep)obj; step.RandScale(4, 0); } AddStepUpdate(); }
void AddStepUpdate() { float roleposz = InGameManager.GetInstance().role.transform.position.z; while (addStepDis - roleposz < addCount) { InGameBaseObj obj = AddObj(InGameBaseObj.enObjType.step); float y = 0; if (addStepDis > addCount) { y = -5; } obj.transform.position = new Vector3(0, y, addStepDis); addStepDis += GameConst.GAME_STEP_INTERVAL; InGameStep step = (InGameStep)obj; step.RandScale(Random.Range(2f - InGameManager.GetInstance().gameScale, 5f - InGameManager.GetInstance().gameScale), -3 + Random.Range(0f, 6f)); } }