| | |
| | | monsters[i].Load(br); |
| | | } |
| | | } |
| | | |
| | | /* |
| | | float delay = Time.now |
| | | float interval |
| | | int index |
| | | |
| | | update |
| | | if refreshType == all |
| | | for index = 0; index < monsters.Length; ++index |
| | | doRefresh(monsters[index]); |
| | | else if refreshType == onebyoneTime |
| | | if Time.now - delay > interval |
| | | doRefresh(monster[index]); |
| | | index++; |
| | | delay = Time.now; |
| | | else if refreshType == onebyoneDie |
| | | if prevNpc.isDie |
| | | prevNpc = doRefresh(monster[index]); |
| | | index++; |
| | | |
| | | int deadCount |
| | | float overTime = conditionParam * 0.001f; |
| | | float timePast = Time.now |
| | | |
| | | over |
| | | if condition == None |
| | | return true; |
| | | else if condition == DeadCount |
| | | return deadCount > monsters.Length || deadCount > conditionParam; |
| | | else if condition == Time |
| | | return Time.now - timePast >= overTime; |
| | | */ |
| | | } |
| | | } |