public virtual void Update() { switch (curState) { case ePlayEventState.DANGERSTART: DangerStart(); break; case ePlayEventState.DANGER: dangerTime += Time.deltaTime; DangerUpdate(); if (dangerTime >= dangerInterval) { PlayStart(); } break; case ePlayEventState.PLAY: playTime += Time.deltaTime; PlayUpdate(); if (playTime >= playInterval) { playTime = 0.0f; EventEnd(); curState = ePlayEventState.PLAYEND; } break; } }
virtual public void DangerStart() { Config[(int)eConfig.DANGER].SetActive(true); Config[(int)eConfig.PLAY].SetActive(false); curState = ePlayEventState.DANGER; }
public void ReSet() { dangerTime = 0.0f; playTime = 0.0f; curState = ePlayEventState.PLAYEND; Config[(int)eConfig.PLAY].SetActive(false); Config[(int)eConfig.DANGER].SetActive(false); }
virtual public void PlayStart() { playOnTime += Time.deltaTime; if (playOnTime >= playOnInterval) { Config[(int)eConfig.PLAY].SetActive(true); Config[(int)eConfig.DANGER].SetActive(false); playOnTime = 0; dangerTime = 0; curState = ePlayEventState.PLAY; } }
public void Reset() { curState = ePlayEventState.DANGERSTART; }