本文整理汇总了C#中Student.levelUP方法的典型用法代码示例。如果您正苦于以下问题:C# Student.levelUP方法的具体用法?C# Student.levelUP怎么用?C# Student.levelUP使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Student
的用法示例。
在下文中一共展示了Student.levelUP方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: PickStudent
/* wait until talking with Student 3 */
IEnumerator PickStudent()
{
yield return new WaitForSeconds(2.5f);
while (true)
{
/* When talking with student3, make special effect */
if (GameObject.Find("학생3").GetComponent<Dialogue>().getDialogueOnOff() == true)
{
int i;
GetComponent<AudioSource>().PlayOneShot(ShockSound);
maincam.GetComponent<Camera>().orthographicSize = 3;
do {
i = Random.Range(1, 101);
} while (i % 10 != 0 && i % 10 != 1);
Student stu = new Student((stu_no)i);
GameManager.pl_stored.GetComponent<CharacterStatus>().setStudent(stu);
stu.levelUP();
stu.levelUP();
warp.SetActive(true);
break;
}
yield return new WaitForSeconds(3.5f);
}
/* Call Dialogue of Additional picking conversation */
while (true)
{
if (GameObject.Find("학생3").GetComponent<Dialogue>().getDialogueOnOff() == false)
{
GameObject.Find("StoryDirector").GetComponent<NPCStatus>().interaction(GameManager.pl_stored);
break;
}
yield return new WaitForSeconds(0.5f);
}
/* Zoom Out when dialogue fininshed */
while (true)
{
if (GameObject.Find("StoryDirector").GetComponent<Dialogue>().getDialogueOnOff() == false)
{
maincam.GetComponent<Camera>().orthographicSize = 7;
break;
}
yield return new WaitForSeconds(0.5f);
}
float fade = maincam.GetComponent<Fading>().BeginFade(1);
yield return new WaitForSeconds(fade);
GameManager.ChangeMap(1);
}
示例2: OnTriggerStay2D
void OnTriggerStay2D(Collider2D other)
{
if (other.gameObject.tag == "Player" && inProgress == false)
{
Debug.Log("field collision occured");
float level_sum = 0;
/* Randomly Emgerge Student */
if (Random.Range(1, 1000000) < probability_million)
{
bool playerValidity = false;
int type;
Student wild_student;
/* setting player battle info */
GameManager.resetBattleStudents();
for (int i = 0; i < 6; i++)
GameManager.setBattlePlayerStudent(i, GameManager.pl_stored.GetComponent<CharacterStatus>().getStudent(i));
/* check validity */
for (int i = 0; i < 6; i++)
{
Student player_stu = GameManager.pl_stored.GetComponent<CharacterStatus>().getStudent(i);
if (player_stu != null && player_stu.getHP() >= 1)
playerValidity = true;
}
/* setting wild student and application level */
if (playerValidity)
{
for (int i = 0; i < 6; i++)
{
Student stu = GameManager.pl_stored.GetComponent<CharacterStatus>().getStudent(i);
if (stu != null)
level_sum += stu.getLevel();
}
do
{
type = Random.Range(1, 101);
} while (type % 10 != 0 && type % 10 != 1);
/* setting wild student */
wild_student = new Student((stu_no)type);
float target_level = (level_sum / GameManager.pl_stored.GetComponent<CharacterStatus>().getStudentCount());
for (int i = 0; i < leveling_limit; i++)
{
if (Random.value < leveling_probability)
target_level += 1;
}
target_level *= level_multiplier;
for (int i = 0; i < target_level; i++)
wild_student.levelUP();
GameManager.setBattleTrainerStudent(0, wild_student);
GameManager.setBattleHostNum(0);
StartCoroutine(LoadLevel());
}
}
}
}