public void CreateDeterministicSubwave() { toBuild = CreateInstance("WaveScriptable") as WaveScriptable; showPanel = true; showRandomPanel = false; panel.Reset(); }
public void CreateRandomSubwave() { toBuild = CreateInstance("RandomWaveScriptable") as WaveScriptable; showRandomPanel = true; showPanel = false; randompanel.Reset(); }
void Import() { // 读取 json var waves = JsonUtility.FromJson <WaveScriptable.WaveScriptableWrapper>(jsonStr); WaveScriptable asset = ScriptableObject.CreateInstance <WaveScriptable>(); asset.waves = waves.waves; AssetDatabase.CreateAsset(asset, "Assets/New.asset"); AssetDatabase.SaveAssets(); Selection.activeObject = asset; }
void Start() { // 判断使用哪一个关卡 if (GameManager.Instance.shouldGotoTutorial) { stageWaves = tutorialWaveScriptable; waveHint.text = ""; } else { // 如果不是到教程关,就根据难度选择关卡 stageWaves = GameManager.Instance.GetWaveScriptableByCurrentDifficulty(); waveHint.text = "难度:" + GameManager.Instance.GetCurrentDifficultyName(); } // 计算总怪数 foreach (var wave in stageWaves.waves) { stageTotalEnemyCount += wave.waveEles.Length; } FadeInEffect(() => { RealStart(); }); }
public DeterministicSubWave(WaveScriptable toBuild) { _speedMultiplier = toBuild.speedMultiplier; _delay = toBuild.timeBetweenFish; data = toBuild.fishInWave; }