// 일정시간 동안 획득 골드량 2배 public IEnumerator _DoubleGold() { _Skills temp = new _Skills(); temp.Cool_Time = Skills[1].Cool_Time; temp.Power_Time = Skills[1].Power_Time; temp.IsEnabled = false; Skills[1] = temp; DoubleGold = 2; while (true) { if (temp.Power_Time >= 0) { temp.Power_Time -= Time.deltaTime; } else { DoubleGold = 1; temp.Power_Time = Skills[1].Power_Time; StartCoroutine(_CoolTime(1)); yield break; } yield return(new WaitForEndOfFrame()); } }
//스킬이 끝난후의 쿨타임 코루틴 public IEnumerator _CoolTime(int Sk_num) { _Skills TEMP = new _Skills(); TEMP.Cool_Time = Skills[Sk_num].Cool_Time; TEMP.Power_Time = Skills[Sk_num].Power_Time; while (true) { if (TEMP.Cool_Time >= 0) { TEMP.Cool_Time -= Time.deltaTime; } else { TEMP.IsEnabled = true; TEMP.Cool_Time = Skills[Sk_num].Cool_Time; Skills[Sk_num] = TEMP; yield break; } yield return(new WaitForEndOfFrame()); } }
// 자동 터치 스킬 public IEnumerator _AutoTouch() { _Skills temp = new _Skills(); temp.Cool_Time = Skills[0].Cool_Time; temp.Power_Time = Skills[0].Power_Time; //temp.IsEnabled = Skills[0].IsEnabled; temp.IsEnabled = false; Skills[0] = temp; float Timer = 0.2f; while (true) { if (temp.Power_Time >= 0) { if (Timer >= 0) { Timer -= Time.deltaTime; } else { Gold = Gold + 1 * MulGold * DoubleGold; Timer = 0.2f; } temp.Power_Time -= Time.deltaTime; } else { temp.Power_Time = Skills[0].Power_Time; temp.IsEnabled = false; Skills[0] = temp; StartCoroutine(_CoolTime(0)); yield break; } yield return(new WaitForEndOfFrame()); } }