void GameSequenceEvent() { if (m_UpdateSequence) { return; } m_UpdateSequence = true; if (m_SequenceProgress[(int)m_GameSequence]) { return; } float timer = TimerNet.GetTimer(m_SequenceTimerKey); if (timer > 0.0f) { return; } switch (m_GameSequence) { case E_GAMESEQUENCE.BEGINGAME: { SetNextGameSequence(); } break; case E_GAMESEQUENCE.READY: { m_GameReadyCanvas.Run(); SetNextGameSequence(); } break; case E_GAMESEQUENCE.START: { if (m_GameReadyCanvas.IsComplete) { SetNextGameSequence(); } } break; case E_GAMESEQUENCE.NORMALSTAGESTART: { m_SpawnManager.NormalMonsterSpawnStart(); m_ControlCanvas.SetActive(true); m_SkillUICanvas.SetActive(true); m_GameUICanvas.TimeCheck(true); SetNextGameSequence(); } break; case E_GAMESEQUENCE.NORMALSTAGE: { if (m_SpawnManager.IsAllNormalMonsterSpawnOperationsCompleted()) { SetNextGameSequence(1.5f); } } break; case E_GAMESEQUENCE.NORMALSTAGE_END: { m_PianoEffect.CurtainClose(); SetNextGameSequence(2.0f); } break; case E_GAMESEQUENCE.BOSSSTAGESTART: { m_PianoEffect.CurtainOpen(); m_BossUICanvas.gameObject.SetActive(true); m_MyCharacter.transform.position = m_BossRoomStartPoint.position; m_MyCharacter.transform.rotation = Quaternion.identity; VerticalFollowCamera.SetDistanceSmooth(5.0f, 1.5f); SetNextGameSequence(); } break; case E_GAMESEQUENCE.BOSSSTAGE: { m_SpawnManager.BossMonsterSpawnStart(); SetNextGameSequence(); } break; case E_GAMESEQUENCE.BOSSSTAGE_END: { if (m_SpawnManager.IsAllBossMonsterSpawnOperationsCompleted()) { DeleteTeamAllUnits(E_TEAMTYPE.BLUE); DeleteTeamAllUnits(E_TEAMTYPE.GREEN); DeleteTeamAllUnits(E_TEAMTYPE.YELLOW); GameClearUIOpen(); m_GameUICanvas.TimeCheck(false); SetNextGameSequence(); } } break; case E_GAMESEQUENCE.AFTERGAME: { m_SequenceProgress[(int)m_GameSequence] = true; } break; default: break; } }