protected void UpChainCount(G20_DamageType damageType) { if (damageType == G20_DamageType.Player) { G20_ChainCounter.GetInstance().UpChainCount(); } }
IEnumerator PerformanceRoutine() { //トータルスコア瞬時表示 currentTotalScore += G20_ScoreManager.GetInstance().GetBaseScore(); totalScore.text = currentTotalScore.ToString(); var baseScoreStr = G20_ScoreManager.GetInstance().GetBaseScore().ToString(); baseScore.text = baseScoreStr; yield return(new WaitForSeconds(1.0f)); //チェイン数、チェインボーナス、トータルスコア、カウントアップ var preScore = currentTotalScore; currentTotalScore += G20_ScoreManager.GetInstance().GetMaxChainBonus(); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(chainValue, 0, G20_ChainCounter.GetInstance().MaxChainCount, chainCountUpDuration); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(chainScore, 0, G20_ScoreManager.GetInstance().GetMaxChainBonus(), chainCountUpDuration); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(totalScore, preScore, currentTotalScore, chainCountUpDuration); yield return(new WaitForSeconds(chainCountUpDuration + 1.0f)); //命中率、命中率ボーナス、トータルスコア、カウントアップ preScore = currentTotalScore; currentTotalScore += G20_ScoreManager.GetInstance().GetHitRateBonus(); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(hitRateValue, 0, (int)(G20_BulletShooter.GetInstance().HitRate * 100), hitRateCountUpDuration); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(hitRateScore, 0, G20_ScoreManager.GetInstance().GetHitRateBonus(), hitRateCountUpDuration); G20_ScoreCountUpPerformer.GetInstance().StartCountUpScore(totalScore, preScore, currentTotalScore, hitRateCountUpDuration); yield return(new WaitForSeconds(hitRateCountUpDuration)); //RANK表示ドーン ShowRank(); showRankAnim.CrossFade("ShowRank", 0f); }
public void CalcAndAddScore(int _damage) { var score = StealHaveScore(oneDamageStealValue * _damage); if (score <= 0) { return; } //ボーナス加算 score += G20_ChainCounter.GetInstance().GetOneTimeBonusScore(); G20_ScoreManager.GetInstance().Base.AddScore(score); var obj = G20_EffectManager.GetInstance().Create(G20_EffectType.PLUS_ONE_SCORE, scoreEffectTransform.position); obj.GetComponent <TextMesh>().text = "+" + (score); }
public int GetMaxChainBonus() { return(scoreCalcData.MaxChainMultiply * G20_ChainCounter.GetInstance().MaxChainCount); }