/// <summary> /// 第二步:等待难度秒数后抖动 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private async void FromFu1500ToFu300_Completed(object sender, object e) { //生成延时 难度速度控制 if (level <= 4) { await Task.Delay(2500 + (1500 / level)); } else if (level <= 10) { await Task.Delay(2000 + (1500 / level - 4)); } else if (level <= 18) { await Task.Delay(1500 + (1500 / level - 10)); } else if (level < 168) { await Task.Delay(1500 - ((level - 68) * 10)); } foreach (Block itemBlock in BlockUplists)//所有要下落的格子全抖动三下; { BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == itemBlock.Tag); b1.StartDoudon(); } FromFu300DouDon.Begin(); await Task.Delay(100); }
/// <summary> /// 第二步:等待难度秒数后抖动 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private async void FromFu1500ToFu300_Completed(object sender, object e) { //生成延时 难度速度控制//地图1地图2共用计时器; if (level <= 4) { await Task.Delay(3600 - (300 * level)); } else if (level <= 12) { await Task.Delay(2400 - (100 * (level - 4))); } else if (level <= 28) { await Task.Delay(1600 - (40 * (level - 12))); } else if (level <= 60) { await Task.Delay(960 - (20 * (level - 28))); } else if (level <= 100) { await Task.Delay(320 - (8 * (level - 40))); } foreach (Block itemBlock in BlockUplists)//所有要下落的格子全抖动三下; { BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == itemBlock.Tag); b1.StartDoudon(); } //这里写地图2所有要下落的格格抖动三下; foreach (Block itemBlock in BlockUplists2) { BlockRectangle b1 = allBlockRectangles2.First(retangle => retangle.Tag == itemBlock.Tag); b1.StartDoudon(); } FromFu300DouDon.Begin(); await Task.Delay(100); }
public void StartDoudon() { FromFu300DouDon.Begin(); }