/// <summary> /// 改变押分 /// </summary> /// <returns></returns> IEnumerator _Coro_ChangeNeedScore() { if (!CanChangeScore) { yield break; } BackStageSetting bss = GameMain.Singleton.BSSetting; GunLevelType preType = Gun.GunNeedScoreToLevelType(bss.Dat_PlayersGunScore[Idx].Val); GunInst.AdvanceNeedScore(); GunLevelType curType = Gun.GunNeedScoreToLevelType(bss.Dat_PlayersGunScore[Idx].Val); if (curType != preType) { On_GunLevelTypeChanged(curType); } yield return(new WaitForSeconds(0.2F)); while (CanChangeScore) { preType = Gun.GunNeedScoreToLevelType(bss.Dat_PlayersGunScore[Idx].Val); GunInst.AdvanceNeedScore(); curType = Gun.GunNeedScoreToLevelType(bss.Dat_PlayersGunScore[Idx].Val); if (curType != preType) { On_GunLevelTypeChanged(curType); } yield return(new WaitForSeconds(0.1F)); } }