void Start() { delay = true; nowlevel = leveldifficulty.Easy; difficultypattern = EasyPattern; difficultyTime = EasyTime; data = CSVReader.Read("stack"); }
// Update is called once per void Update() { //print(timer+" " + difficultyTime); if (timer > difficultyTime && SP == false) { delay = true; timer = 0; switch (nowlevel) { case leveldifficulty.Easy: print("normal"); nowlevel = leveldifficulty.normal; difficultypattern = NormalPattern; difficultyTime = NormalTime; Timesysyem.nanido_bgmspeed = 1.2f; break; case leveldifficulty.normal: print("hard"); nowlevel = leveldifficulty.Hard; difficultypattern = HardPattern; difficultyTime = HardTime; Timesysyem.nanido_bgmspeed = 1.5f; break; case leveldifficulty.Hard: print("EZ"); nowlevel = leveldifficulty.Easy; difficultypattern = EasyPattern; difficultyTime = EasyTime; Timesysyem.nanido_bgmspeed = 1f; break; } } if (delay == true) { //if문으로 패턴 실행중이면 실행시키지않는다 if (event_ == true) { random = (int)UnityEngine.Random.Range(1, difficultypattern); //UnityEngine.Debug.Log(random); switch (random) { //패턴 추가시 그패턴의 시작지점 case 1: pettern = 0; //시작지점은 무조건0번부터시작한다 break; case 2: pettern = 2; break; case 3: pettern = 4; break; case 4: pettern = 6; break; case 5: pettern = 8; break; case 6: pettern = 9; break; case 7: pettern = 10; break; case 8: pettern = 11; break; case 9: pettern = 12; break; case 10: pettern = 15; break; case 11: pettern = 18; break; case 12: pettern = 22; break; case 13: pettern = 26; break; case 14: pettern = 30; break; case 15: pettern = 34; break; case 16: pettern = 36; break; case 17: pettern = 38; break; case 18: pettern = 40; break; case 19: pettern = 42; break; case 20: pettern = 52; break; case 21: pettern = 57; break; case 22: pettern = 60; break; case 23: pettern = 63; break; case 24: pettern = 66; break; case 25: pettern = 69; break; case 26: pettern = 74; break; case 27: pettern = 77; break; case 28: pettern = 80; break; case 29: pettern = 83; break; case 30: pettern = 86; break; case 31: pettern = 91; break; case 32: pettern = 94; break; case 33: pettern = 97; break; case 34: pettern = 100; break; } //패턴 값을 받아온다 datalode(pettern); pattern_num = random; spawn_time = (float)spawn_time * 0.01f; //UnityEngine.Debug.Log(spawn_time + " " + ability + " " + sizex + "," + sizey + " " + posx + "," + posy + " "); //UnityEngine.Debug.Log(" 스폰타임 능력 사이즈 x y "); event_ = false; } try { if (spawn_time <= time1 && event_ == false) { time1 += Time.deltaTime; objectspawn(ability, sizex, sizey, posx, posy); time = 0; if (pattern_num == (int)data[pettern + 1]["pt"]) { SP = true; pettern++; datalode(pettern); spawn_time = (float)spawn_time * 0.01f; } else { event_ = true; SP = false; } } } catch (ArgumentOutOfRangeException) { SP = false; event_ = true; } time += Time.deltaTime; time1 = time - Time.deltaTime; timer += Time.deltaTime; //랜덤값 // 실행 이벤트 //실행된후 시간 측정 //맞는 시간이 되었을때 OBJSPAWN 실행 //실행 } }