// 回调函数 public void SSEventAction(SSAction source, SSActionEventType events = SSActionEventType.COMPLETED, int intParam = 0, string strParam = null, Object objParam = null) { if (events == SSActionEventType.COMPLETED) // 落到y轴以下 { isLose = true; sumNum--; } else { sumNum--; } if (sumNum == 0) // 如果本回合结束 { SceneController scene = Singleton <SceneController> .Instance; if (isLose) { centerText.text = "LOSE"; scene.nowState = Status.OVER; } else { RoundController round = Singleton <RoundController> .Instance; round.NextRound(); scene.nowState = Status.WATING; } } }
void LateUpdate() { if (roundStart) { totalEnemies = enemyModifier * round; StartCoroutine(SpawnEnemies()); roundStart = false; } int aliveEnemies = 0; foreach (ZombieEnemy_DamageReceiver enemy in enemyContainer.GetComponentsInChildren <ZombieEnemy_DamageReceiver>()) { if (enemy.Dead == false) { aliveEnemies++; } } if (aliveEnemies == 0 && spawnedEnemies == totalEnemies) { roundController.NextRound(); } }
public void NextRound() { roundController.NextRound(); }