public void CalcdEnemyDelaysTest() { IDictionary <Byte, UInt16> enemyDelays = new Dictionary <Byte, UInt16>(Constants.MAX_ENEMYS_TOTAL); const LevelType levelType = LevelType.Hard; const Byte levelNo = 13; const Byte levelIndex = levelNo - 1; MyGame.Manager.LevelManager.Initialize(CONTENT_ROOT); MyGame.Manager.LevelManager.LoadLevelConfigData(levelType, levelIndex); LevelConfigData levelConfigData = MyGame.Manager.LevelManager.LevelConfigData; MyGame.Manager.RandomManager.Initialize(); DelayManager.LoadContent(); Console.WriteLine("Level:{0} Num:{1}", levelType, levelNo); DelayManager.ResetEnemyDelays(enemyDelays, levelConfigData); IDictionary <SpeedType, Byte> totals = new Dictionary <SpeedType, Byte>(Constants.MAX_ENEMYS_TOTAL); for (Byte index = 0; index < enemyDelays.Count; index++) { UInt16 value = enemyDelays[index]; SpeedType speedType = (SpeedType)value; if (!totals.ContainsKey(speedType)) { totals.Add(speedType, 1); } else { totals[speedType]++; } } Console.WriteLine("Speed[{0}]={1}", SpeedType.None, totals[SpeedType.None]); Console.WriteLine("Speed[{0}]={1}", SpeedType.Wave, totals[SpeedType.Wave]); Console.WriteLine("Speed[{0}]={1}", SpeedType.Fast, totals[SpeedType.Fast]); DelayManager.CalcdEnemyDelays(enemyDelays, levelConfigData); UInt16 minValue = UInt16.MaxValue; UInt16 maxValue = UInt16.MinValue; for (Byte index = 0; index < enemyDelays.Count; index++) { UInt16 value = enemyDelays[index]; if (value < minValue) { minValue = value; } if (value > maxValue) { maxValue = value; } } Console.WriteLine("Min:{0} Max:{1}", minValue, maxValue); }