コード例 #1
0
    //! 마이너 보스 / 필드보스 보상 정사각형 상자
    public void MinorBossSquareBox()
    {
        m_fItemRandom1 = Random.Range(0.0f, 100f);
        RandomStage pStage = new RandomStage();

        Debug.Log("StageLevel : " + pStage.GetStageLevel());

        switch (m_nMBSquareSelect)
        {
        case 0:
            if (m_fItemRandom1 <= (pStage.GetStageLevel() * 0.2f))
            {
                Debug.Log("3티어 악마의 심장 : " + m_fItemRandom1);
                GetDemonSouls(3);
            }
            else
            {
                m_nMBSquareSelect++;
                MinorBossSquareBox();
            }
            break;

        case 1:
            if (m_fItemRandom1 >= (pStage.GetStageLevel() * 0.2f) && m_fItemRandom1 < (pStage.GetStageLevel() * 0.5f))
            {
                Debug.Log("2티어 악마의 심장 : " + m_fItemRandom1);
                GetDemonSouls(2);
            }
            else
            {
                m_nMBSquareSelect++;
                MinorBossSquareBox();
            }
            break;

        case 2:
            if (m_fItemRandom1 >= (pStage.GetStageLevel() * 0.5f) && m_fItemRandom1 < (pStage.GetStageLevel() * 1f))
            {
                Debug.Log("1티어 악마의 심장  : " + m_fItemRandom1);
                GetDemonSouls(1);
            }
            else
            {
                Debug.Log("탄약 50발 획득 : " + m_fItemRandom1);
                GetAmmo(50);
                m_nMBSquareSelect = 0;
            }
            break;
        }
    }
コード例 #2
0
    //! 마이너 보스 / 필드보스 보상 넓적한 상자
    public void MinorBossBigWeaponBox()
    {
        m_fItemRandom1 = Random.Range(0.0f, 100f);
        RandomStage pStage = new RandomStage();

        Debug.Log("StageLevel : " + pStage.GetStageLevel());
        switch (m_nMBBigSelect)
        {
        case 0:
            if (m_fItemRandom1 <= (pStage.GetStageLevel() * 0.2f))
            {
                Debug.Log("4티어 무기 : " + m_fItemRandom1);
                GetWeaponRand(4);
            }
            else
            {
                m_nMBBigSelect++;
                MinorBossBigWeaponBox();
            }
            break;

        case 1:
            if (m_fItemRandom1 >= (pStage.GetStageLevel() * 0.2f) && m_fItemRandom1 < (pStage.GetStageLevel() * 0.5f))
            {
                Debug.Log("3티어 무기 : " + m_fItemRandom1);
                GetWeaponRand(3);
            }
            else
            {
                m_nMBBigSelect++;
                MinorBossBigWeaponBox();
            }
            break;

        case 2:
            if (m_fItemRandom1 >= (pStage.GetStageLevel() * 0.5f) && m_fItemRandom1 < (pStage.GetStageLevel() * 1f))
            {
                Debug.Log("2티어 무기 : " + m_fItemRandom1);
                GetWeaponRand(2);
            }
            else
            {
                Debug.Log("1티어 무기 획득 : " + m_fItemRandom1);
                GetWeaponRand(1);
                m_nMBBigSelect = 0;
            }
            break;
        }
    }
コード例 #3
0
    //! 섬멸전 보상 넓적한 상자
    public void DestroyBigWeaponBox()
    {
        m_fItemRandom1 = Random.Range(0.0f, 100f);
        RandomStage pStage = new RandomStage();

        Debug.Log("StageLevel : " + pStage.GetStageLevel());

        switch (m_nMBBigSelect)
        {
        case 0:
            if (m_fItemRandom1 <= (pStage.GetStageLevel() * 0.3f))
            {
                Debug.Log("3티어 무기 : " + m_fItemRandom1);
                GetWeaponRand(3);
            }
            else
            {
                m_nMBBigSelect++;
                DestroyBigWeaponBox();
            }
            break;

        case 1:
            if (m_fItemRandom1 >= (pStage.GetStageLevel() * 0.3f) && m_fItemRandom1 < (pStage.GetStageLevel() * 0.7f))
            {
                Debug.Log("2티어 악마의 심장 : " + m_fItemRandom1);
                GetDemonSouls(2);
            }
            else
            {
                Debug.Log("1티어 무기획득 : " + m_fItemRandom1);
                GetWeaponRand(1);
                m_nMBBigSelect = 0;
            }
            break;
        }
    }