/// <summary> /// 풍서 등록 /// </summary> /// <param name="_iscorrect"></param> private void AddBaloonItem(Baloon.BaloonType _type) { Baloon _bal = createBaloon(); _bal.SetData(clicklistener, _type, 3, bIsSlowTime, Baloon.State.Move); _bal.StartBaloon(); }
/// <summary> /// 풍서 등록 /// </summary> /// <param name="_iscorrect"></param> private void AddBaloon(bool _iscorrect) { Baloon _bal = createBaloon(); if (_iscorrect) { _bal.SetData(clicklistener, Baloon.BaloonType.Correct, 3, bIsSlowTime, Baloon.State.Move); } else { _bal.SetData(clicklistener, Baloon.BaloonType.InCorrect, 3, bIsSlowTime, Baloon.State.Move); } _bal.StartBaloon(); }
/// <summary> /// 풍선 생성(기존에 대기중인 풍선이 존재한다면 대기풍선 리턴) /// </summary> /// <returns></returns> private Baloon createBaloon() { Baloon _bal = null; //현재 대기중인 풍선 검색 _bal = findWaitBaloon(); if (_bal != null) { return(_bal); } GameObject _obj = Instantiate(baloonori.gameObject, parent); _obj.transform.localScale = Vector3.one; _bal = _obj.GetComponent <Baloon>(); _bal.setController(controller); lstBaloon.Add(_bal); return(_bal); }
private void CheckClickedBaloon(Baloon _baloon) { if (_isComplete) { Debug.Log("게임이 종료되었습니다."); return; } Debug.Log(_baloon.correctInfo); //아이템인지 판별 if (_baloon.type != Baloon.BaloonType.Correct && _baloon.type != Baloon.BaloonType.InCorrect) { //아이템 처리 OnClickItem(_baloon.type); } else { if (_baloon.correctInfo) { if (bisAddScoreTime) { nScore += 200; } else { nScore += 100; } txtScore.text = nScore.ToString(); correctCount++; if (checkComplete()) { //결과 데이터 저장 _isComplete = true; bIsClear = true; DOVirtual.DelayedCall(1.5f, EndGame); } } } }