// 게임 스테이지 클리어. public void COMPLETE() { _Step = STEP.COMPLETE; _iStageScore = (_CurMapData.iRow * _CurMapData.iCol) + _CurMapData.idx; //Debug.Log(string.Format("StageScore : {0} / Time : {1}", _iStageScore, (int)_Timer._fRemainTime)); _iTotalScore += _iStageScore + (int)_Timer._fRemainTime; SetScore(_iTotalScore); _Timer.TimerStop(); #if !UNITY_EDITOR if (GameService._Instance.IsConnected()) { AmiscGame.AchivStage(_iStage + 1); AmiscGame.AchivScore(_iTotalScore); } #endif _bNextReady = true; _NextStep = NEXT_STEP.ADDTIME; WaitTimeReset(1f); StartCoroutine(NextGame()); SetClear(true); }
private void PLAY_Click(object sender, EventArgs e) { for (int i = 0; i < STEPS.Value; i++) { NEXT_STEP.PerformClick(); pictureBox1.Update(); Thread.Sleep(DELAY.Value); } }
// 다음 스테이지 루틴. IEnumerator NextGame() { while (_bNextReady) { if (WaitTime()) { switch (_NextStep) { case NEXT_STEP.ADDTIME: { float stageSpendTime = _Timer.GetStageSpendTime(); if (stageSpendTime <= _CurMapData.iBonusTerms) { _Timer.AddTime(_CurMapData.iBonusTime); WaitTimeReset(1.0f); } _NextStep = NEXT_STEP.NEXT; } break; case NEXT_STEP.NEXT: { _iStage++; _UIStage.text = string.Format("{0} {1}", _sStage, _iStage + 1); _bNextReady = false; _bGaemReady = true; _StartStep = START_STEP.SIZE; WaitTimeReset(0.0f); StartCoroutine(StartGame()); SetClear(false); } break; } } yield return(new WaitForFixedUpdate()); } }
private void NEXT_STEP_KeyDown(object sender, KeyEventArgs e) { NEXT_STEP.PerformClick(); }