// ====================================== public void Plus_Fish_Item_Num() { ++m_Got_Fish_Item_Num; Score_Board_UI.GetInstance().Set_Item_Num_Text(m_Got_Fish_Item_Num); if (!m_is_FeverTime_On) { m_Curr_FeverTime_Point += FEVER_TIME_POINT.FISH_ITEM; } }
public void Plus_Enemy_Kill_Num(int type) { if (!m_is_FeverTime_On) // 피버타임이 끝나야 가능. { switch (type) { case ENEMY_TYPE.SMALL: ++m_Small_Enemy_Kill_Num; Score_Board_UI.GetInstance().Set_Small_Kill_Num_Text(m_Small_Enemy_Kill_Num); break; case ENEMY_TYPE.MIDDLE: ++m_Middle_Enemy_Kill_Num; Score_Board_UI.GetInstance().Set_Middle_Kill_Num_Text(m_Middle_Enemy_Kill_Num); break; case ENEMY_TYPE.BOSS: ++m_Big_Enemy_Kill_Num; Score_Board_UI.GetInstance().Set_Big_Kill_Num_Text(m_Big_Enemy_Kill_Num); break; } } }
public void Plus_Obstacle_Destroy_Num() { ++m_Obstacle_Destroy_Num; Score_Board_UI.GetInstance().Set_Obstacle_Num_Text(m_Obstacle_Destroy_Num); }
// =================================== public void Gun_Change(byte gun_type) // 총 변경 처리. { if (m_Curr_Gun_Type == gun_type) // 같은 총을 먹었다면. { Gun_Upgrade(); // 업그레이드 실행. } else // 아니라면 변환. { m_Curr_Gun_Type = gun_type; // 현재 총기 타입 변경. switch (gun_type) { case GUN_TYPE.SHOTGUN: m_Curr_Gun_Reload_Time = GUN_RELOAD_TIME.SHOTGUN; // 재장전 시간 변경. m_Curr_Gun_Damage = GUN_DAMAGE.SHOTGUN; // 데미지 변경. m_Curr_Gun_Bullet_Speed = GUN_BULLET_SPEED.SHOTGUN; // 총알 속도 변경. m_Curr_Gun_Knock_Back_Distance = GUN_KNOCK_BACK_DISTANCE.SHOTGUN; // 넉백 거리 변경. m_Curr_Gun_Bullet_Num_Per_One_Shot = GUN_BULLET_NUM.SHOTGUN; // 1회 발사 총알 개수 변경. m_Curr_Gun_Fire_Per_Reload = GUN_FIRE_NUM_PER_RELOAD.SHOTGUN; // 1회 장전당 발사 횟수 변경. m_Curr_Gun_Auto_Fire_Time = GUN_AUTO_FIRE_TIME.SHOTGUN; // 연사수 (시간) 변경. GetComponent <SpriteRenderer>().sprite = m_ShotGun_Sprite; // 새 총기 스프라이트로 변경. GameObject.Find("Gun_Fire").GetComponent <SpriteRenderer>().sprite = m_ShotGun_Fire_Sprite; // 새 총기 불꽃 스프라이트로 변경. break; case GUN_TYPE.DSMG: m_Curr_Gun_Reload_Time = GUN_RELOAD_TIME.DSMG; m_Curr_Gun_Damage = GUN_DAMAGE.DSMG; m_Curr_Gun_Bullet_Speed = GUN_BULLET_SPEED.DSMG; m_Curr_Gun_Knock_Back_Distance = GUN_KNOCK_BACK_DISTANCE.DSMG; m_Curr_Gun_Bullet_Num_Per_One_Shot = GUN_BULLET_NUM.DSMG; m_Curr_Gun_Fire_Per_Reload = GUN_FIRE_NUM_PER_RELOAD.DSMG; m_Curr_Gun_Auto_Fire_Time = GUN_AUTO_FIRE_TIME.DSMG; GetComponent <SpriteRenderer>().sprite = m_DSMG_Sprite; GameObject.Find("Gun_Fire").GetComponent <SpriteRenderer>().sprite = m_DSMG_Fire_Sprite; break; case GUN_TYPE.AR: m_Curr_Gun_Reload_Time = GUN_RELOAD_TIME.AR; m_Curr_Gun_Damage = GUN_DAMAGE.AR; m_Curr_Gun_Bullet_Speed = GUN_BULLET_SPEED.AR; m_Curr_Gun_Knock_Back_Distance = GUN_KNOCK_BACK_DISTANCE.AR; m_Curr_Gun_Bullet_Num_Per_One_Shot = GUN_BULLET_NUM.AR; m_Curr_Gun_Fire_Per_Reload = GUN_FIRE_NUM_PER_RELOAD.AR; m_Curr_Gun_Auto_Fire_Time = GUN_AUTO_FIRE_TIME.AR; GetComponent <SpriteRenderer>().sprite = m_AR_Sprite; GameObject.Find("Gun_Fire").GetComponent <SpriteRenderer>().sprite = m_AR_Fire_Sprite; break; } m_Curr_Gun_Level = 1; // 레벨 초기화. m_Waited_Reload_Time = 0.0f; // 재장전 대기 시간 초기화. m_Waited_Auto_Fire_Time = m_Curr_Gun_Auto_Fire_Time; // 연사 시간 Full. m_Left_Rounds_In_Magazine = m_Curr_Gun_Fire_Per_Reload; // 남은 발사 횟수 Full. } Score_Board_UI.GetInstance().Set_Level_Text(m_Curr_Gun_Level); // UI 표시 }