※ 각 재화의 등장 확률은 GlobalValue에 다음과 같이 확률을 셋팅해 사용한다.
GoodType_GoldConRate : 97% GoodType_HeartConRate : 2.8% GoodType_ChatConRate : 0.2% —————————————— BadType_Timer : 97% BadType_Bomb : 3%
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@ -1,5 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.UI;
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@ -10,19 +8,10 @@ public class BubbleCard : MonoBehaviour
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[SerializeField] GameObject _rightItem;
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public bool IsLeftCarrot { get; private set; }
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public bool IsGoldCarrot { get; private set; }
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public bool IsHeartCarrot { get; private set; }
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public bool IsSkullStone { get; private set; }
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public bool IsFever { get; private set; }
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float APPEAR_GOLD_CARROT_RATE;
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float APPEAR_SKULL_RATE;
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void Awake()
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{
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APPEAR_GOLD_CARROT_RATE = 100f;
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APPEAR_SKULL_RATE = 200f;
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}
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public void SetScale(int index, float moveTime)
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{
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Vector3 scale = index == 10 ? new Vector3(1.2f, 1.2f, 1.2f) : index == 11 ? new Vector3(1.5f, 1.5f, 1.5f) : index == 0 ? new Vector3(0.5f, 0.5f, 0.5f) : Vector3.one;
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@ -44,20 +33,19 @@ public class BubbleCard : MonoBehaviour
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if (isFever)
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{
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IsGoldCarrot = true;
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IsHeartCarrot = true;
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carrotObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + "Bubble_Fever");
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stoneObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + "Bubble_Fever");
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}
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else
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{
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// HorseRushManager.Instance.APPEAR_GOLD_CARROT_RATE
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bool isGoldCarrot = Random.Range(0, 10000) <= APPEAR_GOLD_CARROT_RATE;
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IsGoldCarrot = isGoldCarrot;
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bool isSkullStone = Random.Range(0, 10000) <= APPEAR_SKULL_RATE;
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IsSkullStone = isSkullStone;
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IsHeartCarrot = DSUtil.RandomTrue(table_GlobalValue.Ins.Get_Float("GoodType_HeartConRate"));
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if (!IsHeartCarrot)
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IsSkullStone = DSUtil.RandomTrue(table_GlobalValue.Ins.Get_Float("BadType_Bomb"));
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carrotObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + (isGoldCarrot ? "Bubble_GoldedCarrot" : "Bubble_Carrot"));
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stoneObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + (isSkullStone ? "Bubble_Stun" : "Bubble_Stone"));
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carrotObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + (IsHeartCarrot ? "Bubble_GoldedCarrot" : "Bubble_Carrot"));
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stoneObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(defaultPath + (IsSkullStone ? "Bubble_Stun" : "Bubble_Stone"));
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}
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}
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@ -400,7 +400,7 @@ public class HorseRushPanel : MonoBehaviour
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if (isCorrect)
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{
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AddComboCount(lastBubbleCard.IsGoldCarrot);
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AddComboCount(lastBubbleCard.IsHeartCarrot);
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MoveBubbleCard();
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lastBubbleCard.transform.SetAsFirstSibling();
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@ -408,7 +408,7 @@ public class HorseRushPanel : MonoBehaviour
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if (!IsFever)
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{
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m_ChatCoint += lastBubbleCard.IsGoldCarrot ? 1 : 0;
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m_ChatCoint += lastBubbleCard.IsHeartCarrot ? 1 : 0;
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m_ChatCoint.Obfuscate();
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}
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}
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