public override void UpdateLogic(int delta) { if ((this.m_bStarted && this.bCountingSpawn) && ((this.SpawnTimes <= 0) || (this.m_spawnCounter > 0))) { this.m_spawnTimer -= delta; if (this.m_spawnTimer <= 0) { this.m_spawnTimer = this.SpawnInternval; this.DoSpawn(); SCommonSpawnEventParam prm = new SCommonSpawnEventParam((VInt3)base.gameObject.transform.position, this.m_spawnTimer, this.AlertPreroll, this.QuerySpawnObjType()); Singleton <GameEventSys> .instance.SendEvent <SCommonSpawnEventParam>(GameEventDef.Event_SpawnGroupSpawn, ref prm); if (this.IntervalRule == EIntervalRule.UsedUp) { this.bCountingSpawn = false; } this.m_spawnCounter--; } } }
public override void UpdateLogic(int delta) { if (!this.isStartup) { return; } if (this.InvalidTime > 0) { this.m_invalidTimer += delta; if (this.m_invalidTimer >= this.InvalidTime) { this.Stop(); return; } } if (!this.bCountingSpawn) { return; } if (this.SpawnTimes > 0 && this.m_spawnCounter <= 0) { return; } this.m_spawnTimer -= delta; if (this.m_spawnTimer <= 0) { this.m_spawnTimer = this.SpawnInternval; this.DoSpawn(); SCommonSpawnEventParam sCommonSpawnEventParam = new SCommonSpawnEventParam((VInt3)base.gameObject.transform.position, this.m_spawnTimer, this.AlertPreroll, this.QuerySpawnObjType()); Singleton <GameEventSys> .get_instance().SendEvent <SCommonSpawnEventParam>(GameEventDef.Event_SpawnGroupSpawn, ref sCommonSpawnEventParam); if (this.IntervalRule == CommonSpawnGroup.EIntervalRule.UsedUp) { this.bCountingSpawn = false; } this.m_spawnCounter--; } }