private void OnNextWave(ref SoldierWaveParam inParam) { if (inParam.NextDuration >= 0 && this._countdownText.gameObject.activeSelf) { this._countdown = inParam.NextDuration; } else { this._countdownText.gameObject.CustomSetActive(false); this._countdownTitle.gameObject.CustomSetActive(false); } }
private void OnNextRepeat(ref SoldierWaveParam inParam) { int currentWave = this._currentWave; SoldierRegion soldirRegion = Singleton <BattleLogic> .GetInstance().mapLogic.GetSoldirRegion(); if (soldirRegion) { this._currentWave = soldirRegion.GetRepeatCountTill(inParam.WaveIndex); } this._waveText.set_text(string.Format("{0}/{1}", this._currentWave, this._totalWave)); if (currentWave != this._currentWave) { if (inParam.NextDuration >= 0 && this._countdownText.gameObject.activeSelf) { this._countdown = inParam.NextDuration; } else { this._countdownText.gameObject.CustomSetActive(false); this._countdownTitle.gameObject.CustomSetActive(false); } } }