// 테스트 아웃풋 카운트 값 가져와서 판단 public void TextToNext() { Debug.LogFormat("{0} 스택", stack); Color arrowColor = arrow.GetComponent <SpriteRenderer>().color; switch (PlayerController.MovePointNum) { case -1: switch (TextOutput.cnt) { // 복)이미 검은화면인 상태 //case 0: case 1: fadeinout.BlinkEye(); textManger.TextNext(); // 복)눈 깜박깜박? 검은화면에서 다시 되돌아옴 return; case 2: textManger.TextNext(); StartCoroutine("RokTimeEvent"); // 돌떨어지는 이벤트 시작 heroineEventSetting.HeroinMove(gameManager.MovePointfind(0), 3); return; case 5: // 텍스트 매니저 퍼즈 걸어서 텍스트 멈춤. // 플레이어 컨트롤러에 조건 퍼즈 상태 체크 넣음. // 엠프티매니저에 초기화 코드 넣음 if (stack == -1) { //복) 기둥 UI출력 TextManger.Condition_Pause = true; gameManager.MovePointNext(-1); } else { textManger.TextNext(); } return; case 6: if (EventManager.stack == 0) { TextManger.Condition_Pause = false; //textManger.TextNext(); EventManager.stack = 1; itemParticle.Play(); itemUiActive = true; } else { textManger.TextNext(); TextManger.Condition_Pause = true; //??) 물체 반짝반짝 } return; case 8: // 그래 저거면 밧줄을 잘를수 있을거야 //복) 포커싱 아이템 UI heroineEventSetting.HeroinMove(GameObject.FindGameObjectWithTag("Item 1").transform, 0); textManger.TextNext(); return; case 10: if (EventManager.stack == 1) { animationManager.AnimationEventCheck(PlayerController.MovePointNum, TextOutput.cnt); textManger.TextNext(); } if (EventManager.stack == 2 && GameObject.FindGameObjectWithTag("Item 1").activeSelf == true) { TextManger.Condition_Pause = true; return; } else { textManger.TextNext(); } return; case 13: if (EventManager.stack == 3) { heroineEventSetting.HeroinMove(gameManager.MovePointfind(0), 0, false); TextManger.Condition_Pause = true; } else { EventManager.stack = 3; } return; case 14: EventManager.stack = 4; TextManger.Condition_Pause = true; return; default: textManger.TextNext(); return; } case 0: switch (TextOutput.cnt) { case 0: //돌떨어지는것 멈춤 StopCoroutine("RokTimeEvent"); textManger.TextNext(); return; case 3: textManger.TextNext(); // 괴물 소리 사운드 heroineEventSetting.HeroinMove(gameManager.MovePointfind(2), 1); return; case 4: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); return; default: textManger.TextNext(); break; } break; case 2: //룩앳을 하든. gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(4), 1); TextManger.Condition_Pause = true; // 대화창 끄기 return; case 6: switch (TextOutput.cnt) { case 6: StartCoroutine("GateDown", bigGate); //임시 트랜스폼 생성 TextManger.Condition_Pause = true; //룩앳을 하든. return; default: textManger.TextNext(); break; } break; case 11: switch (TextOutput.cnt) { case 0: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); //복) UI 첫번째 점프 UI 출력 return; default: break; } return; case 12: switch (TextOutput.cnt) { case 0: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(13), 3); return; default: break; } return; case 13: switch (TextOutput.cnt) { case 0: //복)UI이벤트 이단점프 시작 TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(15), 3); return; default: break; } return; case 15: switch (TextOutput.cnt) { case 0: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(17), 3); return; default: break; } return; case 16: switch (TextOutput.cnt) { case 0: //복)UI이벤트 붕대감고 올라가봐 갈고리! TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); return; default: break; } return; case 17: switch (TextOutput.cnt) { case 1: TextManger.Condition_Pause = true; heroineEventSetting.HeroinMove(gameManager.MovePointfind(18), 3); gameManager.MovePointNext(PlayerController.MovePointNum); return; default: textManger.TextNext(); break; } return; case 18: switch (TextOutput.cnt) { case 2: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(19), 3); return; default: textManger.TextNext(); break; } return; case 19: switch (TextOutput.cnt) { case 1: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(21), 3); return; default: textManger.TextNext(); break; } return; case 21: switch (TextOutput.cnt) { case 1: TextManger.Condition_Pause = true; gameManager.MovePointNext(PlayerController.MovePointNum); heroineEventSetting.HeroinMove(gameManager.MovePointfind(24), 3); return; default: textManger.TextNext(); break; } return; case 24: switch (TextOutput.cnt) { case 6: TextManger.Condition_Pause = true; StartCoroutine(fadeinout.F_out(2f)); StartSceneReset(); return; default: textManger.TextNext(); break; } break; default: textManger.TextNext(); break; } }