void EditedStageMaking() { StageST.InitForStageLoading(); if (editedList == null) { ErrorManager.SpurtError("파일이 없음"); } editedList.Sort( delegate(StageEditorST x, StageEditorST y) { return(x.pos.CompareTo(y.pos)); } ); for (int i = 0; i < editedList.Count; i++) { if (editedList[i].IsTurnChunks()) //턴 청크면 { StageST.EnqueStageTurningPoint(editedList[i].GetRealTurningPoint(), editedList[i].whichTurn); } else { StageST.EnqueStageObjs(editedList[i].soa.spawnObjType[0], editedList[i].soa.spawnObjType[1], editedList[i].soa.spawnObjType[2]); } } editedList.Clear(); }
void InfinityStageMaking() { StageST.InitForStageLoading(); exTurnPoint = 0; MakeObjQueNode(100); MakeTurnSetQueNode(20); }
public void MakeObjQueNode(int number = 1) { if (number < 1) { number = 1; } for (int i = 0; i < number; i++) { StageObjArr soa = RandomObjGenerator.GetInstance().RandomObjGen(); StageST.EnqueStageObjs(soa); } }
public void MakeTurnSetQueNode(int number = 1) { if (number < 1) { number = 1; } for (int i = 0; i < number; i++) { float tp = exTurnPoint + Random.Range(Constants.turningTerm, Constants.turningTerm + 10); //10~ 20 후에 터닝포인트 생성 exTurnPoint = tp; E_WhichTurn wt = (Random.Range(0, 2) == 0) ? wt = E_WhichTurn.LEFT : wt = E_WhichTurn.RIGHT; StageST.EnqueStageTurningPoint(tp, wt); } }
void Stage_12_Making() { StageST.InitForStageLoading(); /******************************** 맵 구성요소 저장 ******************************************/ StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD); //이걸 쭉 이어나가서 큐 만들기. StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN); }
void Awake() { StageST.InitForStageLoading(); }
void Stage_7_Making() { StageST.InitForStageLoading(); /******************************** 맵 구성요소 저장 ******************************************/ StageST.EnqueStageTurningPoint(16, E_WhichTurn.RIGHT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 2, E_WhichTurn.LEFT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 3, E_WhichTurn.RIGHT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 4, E_WhichTurn.LEFT); StageST.EnqueStageTurningPoint(Constants.turningTerm * 5, E_WhichTurn.LEFT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); //이걸 쭉 이어나가서 큐 만들기. StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.HPPLUS, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.UPPER_HUDDLE_3, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.MAGNET, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.HUDDLE, E_SPAWN_OBJ_TYPE.COIN_PARABOLA, E_SPAWN_OBJ_TYPE.HUDDLE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE, E_SPAWN_OBJ_TYPE.FIRE); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.SHIELD, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.COIN_STRAIGHT); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.BALL, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); StageST.EnqueStageObjs(E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING, E_SPAWN_OBJ_TYPE.NOTHING); }
protected override void Awake() { base.Awake(); StageST.InitForStageLoading(); }
void Update() //지금 랜덤 무한 생성 모드와 픽스드 모드를 어떻게 할지 결정해야하는데 고민이야. //변수 하나 받아와서 여기서 그냥 분기할까 클래스를 나눌까... { // newPos = GetPosByChunkMargin(); //코루틴으로 체크 부하를 줄임 if (stageAllDone) { return; } if (isStage() && stageRemain == false) //스테이지에서 더 생산 할 게 없음. 종료. 필요. { if (playerTr.position.z >= endingPoint + 2f) { playerTr.gameObject.GetComponent <CharacterAnimation>().WinAnimation(); stageAllDone = true; } return; } if (newPos == nowPos) { return;//변화 없으면 리턴 } nowPos = newPos; if (isStage() && StageST.AllQueIsDeqed() && turnSet.IsDisabled()) //회전도 다돌고 옵젝큐도 뭐도 없고 끝 { Debug.Log("스테이지 종료." + nowPos); //프론트 청크 -1 만큼 청크가 앞에 있응 상황에서 선언됨 stageRemain = false; endingPoint = nowPos + ((Constants.frontShowChunks - 1) * chunkMargin); StageEnding(nowPos); return; } if (turnSet.IsDisabled()) //회전이 끝났을때. { Debug.Log("맵턴큐 젠 시작"); turnSet = MapPathGenerator.TurningGen(whatStage, nowPos, chunkMarginDiv, ref turnSet); } if (false == turnSet.IsDisabled() && turnSet.Init == false) { InitOfTurnPlan(turnSet); //터닝 초기화 부 turnSet.Init = true; } if (turnSet.IsDisabled() == false) { tempCOSTList = ChunkLoading.GetInstance().ChunkLoad(nowPos, turnSet.ConvertTurnPointToRealTurnPoint(chunkMargin)); SetObjToNewChunks(tempCOSTList); } else //옵젝큐만 남았거나 하는 상황. { tempCOSTList = ChunkLoading.GetInstance().ChunkLoad(nowPos); SetObjToNewChunks(tempCOSTList); } WhenTurningFinished(); }