void OnBeatCombo(int comboCount) { return; bool showSpecial = false; ContinuousBeatBonus beatBonus = CTaiguMatch.CalcuTaiguComboBonus(comboCount); if (beatBonus > ContinuousBeatBonus.None) { m_BeatCombo.gameObject.SetActive(true); m_BeatCombo.ChangeCount(comboCount); m_BeatCombo.PlayEffect(); if (beatBonus >= ContinuousBeatBonus.Lv4) { showSpecial = true; } } else { m_BeatCombo.gameObject.SetActive(false); if (m_SpecialParticle1 != null) { m_SpecialParticle1.gameObject.SetActive(false); } if (m_SpecialParticle1 != null) { m_SpecialParticle2.gameObject.SetActive(false); } } if (m_SpecialParticleNormal != null) { m_SpecialParticleNormal.gameObject.SetActive(showSpecial); } }
public void ChangeCount(int comboCount) { ContinuousBeatBonus beatBonus = CTaiguMatch.CalcuTaiguComboBonus(comboCount); if (beatBonus >= ContinuousBeatBonus.Lv1) { int numLevel = 0; int comboLevel = 0; if (beatBonus == ContinuousBeatBonus.Lv5) { numLevel = 2; comboLevel = 4; } else if (beatBonus == ContinuousBeatBonus.Lv4) { numLevel = 1; comboLevel = 3; } else if (beatBonus == ContinuousBeatBonus.Lv3) { comboLevel = 2; } else if (beatBonus == ContinuousBeatBonus.Lv2) { comboLevel = 1; } int occupyIndex = 0; int divisor = mDivisor; for (int index = 0; index < m_NumberRenderer.Length; ++index) { int numValue = comboCount / divisor; if (numValue > 0) { SetNumRenderer(occupyIndex, numValue, numLevel, comboLevel); ++occupyIndex; } else { if (occupyIndex != 0) { SetNumRenderer(occupyIndex, numValue, numLevel, comboLevel); ++occupyIndex; } } comboCount %= divisor; divisor /= 10; } for (; occupyIndex < m_NumberRenderer.Length; ++occupyIndex) { m_NumberRenderer[occupyIndex].gameObject.SetActive(false); } } }