Пример #1
0
    IEnumerator CalAmountBuilding()
    {
        //50%
        ConvertPatternToBuildingTpyeSet();
        buildTypeMax = new SetFloatItemType();
        int i = 0;

        while (i < building_Pref.Count)
        {
            buildTypeMax.item.Add(0);
            i++;
        }
        i = 0;
        loadingPercent = 7;
        while (i < _buildingType.Count)
        {
            int j = 0;
            while (j < _buildingType[i].item.Count)
            {
                if (_buildingType[i].item[j] > buildTypeMax.item[j])
                {
                    buildTypeMax.item[j] = _buildingType[i].item[j];
                }
                j++;
            }
            i++;
        }
        i = 0;
        loadingPercent      = 9;
        amountBuildingSpawn = new int[buildTypeMax.item.Count];
        while (i < amountBuildingSpawn.Length)
        {
            amountBuildingSpawn[i] = buildTypeMax.item[i] * xxxFloorSpawn;
            amountBuildingSpawn[i]++;
            i++;
        }
        i = 0;
        int cnt = floor_Pref.Count;

        amountFloorSpawn = new int[cnt];
        while (i < amountFloorSpawn.Length)
        {
            amountFloorSpawn[i] = 4;
            i++;
        }
        yield return(0);

        loadingPercent = 10;
        StartCoroutine(InitBuilding());
    }
Пример #2
0
    IEnumerator CalAmountItem()
    {
        //25%
        ConvertPatternToItemTpyeSet();
        itemTypeMax = new SetFloatItemType();
        int i = 0;

        while (i < item_Pref.Count)
        {
            itemTypeMax.item.Add(0);
            i++;
        }
        i = 0;
        loadingPercent = 1;
        while (i < _itemType.Count)
        {
            int j = 0;
            while (j < _itemType[i].item.Count)
            {
                if (_itemType[i].item[j] > itemTypeMax.item[j])
                {
                    itemTypeMax.item[j] = _itemType[i].item[j];
                }
                j++;
            }
            i++;
        }
        i = 0;
        loadingPercent  = 3;
        amountItemSpawn = new int[itemTypeMax.item.Count];
        while (i < amountItemSpawn.Length)
        {
            amountItemSpawn[i] = itemTypeMax.item[i] * xxxFloorSpawn;
            amountItemSpawn[i]++;
            i++;
        }
        yield return(0);

        loadingPercent = 5;
        StartCoroutine(CalAmountBuilding());
    }
Пример #3
0
 IEnumerator CalAmountItem()
 {
     //25%
     ConvertPatternToItemTpyeSet();
     itemTypeMax = new SetFloatItemType();
     int i = 0;
     while(i < item_Pref.Count){
         itemTypeMax.item.Add(0);
         i++;
     }
     i = 0;
     loadingPercent = 1;
     while(i < _itemType.Count){
         int j = 0;
         while(j < _itemType[i].item.Count){
             if(_itemType[i].item[j] > itemTypeMax.item[j]){
                 itemTypeMax.item[j] = _itemType[i].item[j];
             }
             j++;
         }
         i++;
     }
     i = 0;
     loadingPercent = 3;
     amountItemSpawn = new int[itemTypeMax.item.Count];
     while(i < amountItemSpawn.Length){
         amountItemSpawn[i] = itemTypeMax.item[i] * amountFloorSpawn;
         amountItemSpawn[i]++;
         i++;
     }
     yield return 0;
     loadingPercent = 5;
     StartCoroutine(CalAmountBuilding());
 }
Пример #4
0
 IEnumerator CalAmountBuilding()
 {
     //50%
     ConvertPatternToBuildingTpyeSet();
     buildTypeMax = new SetFloatItemType();
     int i = 0;
     while(i < building_Pref.Count){
         buildTypeMax.item.Add(0);
         i++;
     }
     i = 0;
     loadingPercent = 7;
     while(i < _buildingType.Count){
         int j = 0;
         while(j < _buildingType[i].item.Count){
             if(_buildingType[i].item[j] > buildTypeMax.item[j]){
                 buildTypeMax.item[j] = _buildingType[i].item[j];
             }
             j++;
         }
         i++;
     }
     i = 0;
     loadingPercent = 9;
     amountBuildingSpawn = new int[buildTypeMax.item.Count];
     while(i < amountBuildingSpawn.Length){
         amountBuildingSpawn[i] = buildTypeMax.item[i] * amountFloorSpawn;
         amountBuildingSpawn[i]++;
         i++;
     }
     yield return 0;
     loadingPercent = 10;
     StartCoroutine(InitBuilding());
 }
Пример #5
0
    IEnumerator CalAmountBuilding()
    {
        //50%
        ConvertPatternToBuildingTpyeSet();
        buildTypeMax = new SetFloatItemType();
        for (int i = 0; i < building_Pref.Count; i++)
        {
            buildTypeMax.item.Add(0);
        }
        loadingPercent = 7;
        for (int i = 0; i < _buildingType.Count; i++)
        {
            for (int j = 0; j < _buildingType[i].item.Count; j++)
            {
                if (_buildingType[i].item[j] > buildTypeMax.item[j])
                {
                    buildTypeMax.item[j] = _buildingType[i].item[j];
                }
            }
        }
        loadingPercent      = 9;
        amountBuildingSpawn = new int[buildTypeMax.item.Count];
        for (int i = 0; i < amountBuildingSpawn.Length; i++)
        {
            amountBuildingSpawn[i] = buildTypeMax.item[i] * amountFloorSpawn;
            amountBuildingSpawn[i]++;
        }
        yield return(0);

        loadingPercent = 10;
        StartCoroutine(InitBuilding());

        /*
         * int i = 0;
         * while(i < building_Pref.Count){
         *      buildTypeMax.item.Add(0);
         *      i++;
         * }
         * i = 0;
         * loadingPercent = 7;
         * while(i < _buildingType.Count){
         *      int j = 0;
         *      while(j < _buildingType[i].item.Count){
         *              if(_buildingType[i].item[j] > buildTypeMax.item[j]){
         *                      buildTypeMax.item[j] = _buildingType[i].item[j];
         *              }
         *              j++;
         *      }
         *      i++;
         * }
         * i = 0;
         * loadingPercent = 9;
         * amountBuildingSpawn = new int[buildTypeMax.item.Count];
         * while(i < amountBuildingSpawn.Length){
         *      amountBuildingSpawn[i] = buildTypeMax.item[i] * amountFloorSpawn;
         *      amountBuildingSpawn[i]++;
         *      i++;
         * }
         * yield return 0;
         * loadingPercent = 10;
         * StartCoroutine(InitBuilding());
         */
    }
Пример #6
0
    IEnumerator CalAmountItem()
    {
        //25%
        ConvertPatternToItemTpyeSet();
        itemTypeMax = new SetFloatItemType();
        for (int i = 0; i < item_Pref.Count; i++)
        {
            itemTypeMax.item.Add(0);
        }
        loadingPercent = 1;
        for (int i = 0; i < _itemType.Count; i++)
        {
            for (int j = 0; j < _itemType[i].item.Count; j++)
            {
                if (_itemType[i].item[j] > itemTypeMax.item[j])
                {
                    itemTypeMax.item[j] = _itemType[i].item[j];
                }
            }
        }
        loadingPercent  = 3;
        amountItemSpawn = new int[itemTypeMax.item.Count];
        for (int i = 0; i < amountItemSpawn.Length; i++)
        {
            amountItemSpawn[i] = itemTypeMax.item[i] * amountFloorSpawn;
            amountItemSpawn[i]++;
        }
        yield return(0);

        loadingPercent = 5;
        StartCoroutine(CalAmountBuilding());

        /*
         * int i = 0;
         * while(i < item_Pref.Count){
         *      itemTypeMax.item.Add(0);
         *      i++;
         * }
         * i = 0;
         * loadingPercent = 1;
         * while(i < _itemType.Count){
         *      int j = 0;
         *      while(j < _itemType[i].item.Count){
         *              if(_itemType[i].item[j] > itemTypeMax.item[j]){
         *                      itemTypeMax.item[j] = _itemType[i].item[j];
         *              }
         *              j++;
         *      }
         *      i++;
         * }
         * i = 0;
         * loadingPercent = 3;
         * amountItemSpawn = new int[itemTypeMax.item.Count];
         * while(i < amountItemSpawn.Length){
         *      amountItemSpawn[i] = itemTypeMax.item[i] * amountFloorSpawn;
         *      amountItemSpawn[i]++;
         *      i++;
         * }
         * yield return 0;
         * loadingPercent = 5;
         * StartCoroutine(CalAmountBuilding());
         */
    }