void RestSkill() { RoleData.BoxAttr box = new RoleData.BoxAttr(); box.makeCount = 1; box.timeMin = staticMakeData.skillMin; box.timeMax = staticMakeData.skillMax; List <RoleData.BoxAttr> list = new List <RoleData.BoxAttr>(); list.Add(box); RoleData.CycleAttr cycle = new RoleData.CycleAttr(); cycle.countMax = staticMakeData.countMax; cycle.intervalMin = 1; cycle.boxList = list; staticAttr = cycle; TimerThearData a = new TimerThearData(); a.Reset(list); a.isRun[0] = true; a.curMakeCount[0] = 1; a.totalCreateTime[0] = staticMakeData.skillMax; a.type = CycleType.Loop; createTimer[SkillList] = a; }
//生成一个固定的 静态块生成线程 public void RestOnceStaticThread() { int rand = UnityEngine.Random.Range(0, 100); int count = 0; if (rand < staticMakeData.makeBoxCountRate[2]) { count = 3; } else if (rand < staticMakeData.makeBoxCountRate[1]) { count = 2; } else if (rand < staticMakeData.makeBoxCountRate[0]) { count = 1; } //生成一个 块生成线程 RoleData.BoxAttr box = new RoleData.BoxAttr(); box.makeCount = count; box.timeMax = staticMakeData.maxTime; box.timeMin = staticMakeData.minTime; List <RoleData.BoxAttr> list = new List <RoleData.BoxAttr>(); list.Add(box); RoleData.CycleAttr cycle = new RoleData.CycleAttr(); cycle.countMax = staticMakeData.countMax; cycle.intervalMin = 0; cycle.boxList = list; staticAttr = cycle; TimerThearData a = new TimerThearData(); a.Reset(list); a.isRun[0] = true; a.curMakeCount[0] = count; a.curMakeBoxCount[0] = count; a.totalCreateTime[0] = staticMakeData.countMax; a.type = CycleType.Loop; createTimer[StaticList] = a; }
void RestMoveCycle() { createTimer[MoveList] = new TimerThearData(); createTimer[MoveList].Reset(moveAttr.boxList); }
void RestStaticCycle() { createTimer[StaticList] = new TimerThearData(); createTimer[StaticList].Reset(staticAttr.boxList); }