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()); }
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()); }
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()); }
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()); }
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()); */ }
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()); */ }