public void SetUpStage(int _nStageIndex) { nStageIndex = _nStageIndex; DBStageData stageData = GameManager.Instance.lDBStageData [nStageIndex]; GoldText.text = stageData.nGold.ToString(); ExpText.text = stageData.fExp.ToString("F1"); string[] strWaveEnemies = stageData.strEnemySpawnIndexs.Split('/'); string[] strEnemies = strWaveEnemies [strWaveEnemies.Length - 1].Split(','); int nBossCharacter = int.Parse(strEnemies [strEnemies.Length - 1]); DBBasicCharacter character = GameManager.Instance.lDbBasicCharacter [nBossCharacter]; BossNameText.text = character.C_Name; BossTribeText.text = GameManager.Instance.GetConvertString(character.Tribe); }
//초기화--------------------------------------------------- void BattleState_init_set() { nCurMin = 0; fCurSec = 0f; fPlusTimer = 0.0f; nStageIndex = 0; nNowWaveIndex = 0; nMaxWaveIndex = 0; stageData = GameManager.Instance.lDBStageData [0]; StageInit(); characterManager.SortingCharacterLayer(); StartCoroutine(EnemySpawning()); StartCoroutine(Timer(Wave_List [nNowWaveIndex].fWaveTime)); BattleState_set(E_BATTLE_STATE.E_PLAY); }