// public void DownLevel() { // Call When CountDown End level -= 1; if ((int)level < 1) { level = 0; } SetLevelCoroutine((int)level); }
//==========================================// public void UpLevel() { // Call When Mine Activate level += 1; if ((int)level > 3) { level = NarrowLevel.THREE; } SetLevelCoroutine((int)level); }
// private IEnumerator SetLevel(int value) { countDownTimer = 0; SetLevelTimeSprite(); SetLevelSprite(value); // level = (NarrowLevel)value; // Vector3 up_lp, up_target, up_dir, up_dirN, up_pos; Vector3 down_lp, down_target, down_dir, down_dirN, down_pos; // float up_target_y = shooterStartPos - (float)level * narrowHeight; float down_target_y = -shooterStartPos + (float)level * narrowHeight; // { up_lp = Up.transform.localPosition; up_target = up_lp; up_target.y = up_target_y; up_dirN = (up_target - up_lp).normalized; } { down_lp = Down.transform.localPosition; down_target = down_lp; down_target.y = down_target_y; down_dirN = (down_target - down_lp).normalized; } // while (true) { { up_lp = Up.transform.localPosition; up_dir = (up_target - up_lp); // down_lp = Down.transform.localPosition; down_dir = (down_target - down_lp); } // if (up_dir.magnitude < 1.0f || down_dir.magnitude < 1.0f) { Up.transform.localPosition = up_target; Down.transform.localPosition = down_target; yield break; } // up_pos = up_lp + up_dirN * shooterMovingSpeed * Time.deltaTime; Up.transform.localPosition = up_pos; // down_pos = down_lp + down_dirN * shooterMovingSpeed * Time.deltaTime; Down.transform.localPosition = down_pos; // yield return(null); } }