public class IO
{
public int IO_Decide(int MonsterID, int MonsterState){ //MonsterID => 일반몬스터 -> 000~999 엘리트몬스터 -> 1000~1999 // 보스몬스터 2000~
int IO_level;
int MonsterType = MonsterID / 1000;
if(MonsterType == 0){
if(MonsterState == 0){
IO_level = 1;
}
if(MonsterState == 1){
IO_level = 2;
}
}
if(MonsterType == 1){
if(MonsterState == 0){
IO_level = 2;
}
if(MonsterState == 1){
IO_level = 3;
}
}
if(MonsterType == 2){
if(MonsterState == 0){
IO_level = 4;
}
if(MonsterState == 1){
IO_level = 5;
}
}
return IO_level;
}
public int IO_Make(int IO_level, GameObject Monster){
private int WizNum;
private SpriteRenderer s;
s = Monster.transform.GetChild(0).transform.GetChild(0).GetComponent<SpriteRenderer>();
WizNum = IO_Rand(IO_level);
s.Sprite = Resources.Load(WizNum.ToString());
return WizNum;
}
private int IO_Rand(int IO_level){
int r;
if(IO_level == 1){
r = Random.Range( , );
}
if(IO_level == 2){
r = Random.Range( , );
}
if(IO_level == 3){
r = Random.Range( , );
}
if(IO_level == 4){
r = Random.Range( , );
}
if(IO_level == 5){
r = Random.Range( , );
}
return r;
}
}
//MonsterState -> 0: 일반 1: 분노
// IO_level -> 1~5 단계 구분
/*
1단계 : 1~2성 : q 초 : MonsterType 0 , MonsterState 0
2단계 : 2~3성 : w 초 : MonsterType 0, MonsterState 1 // MonsterType 1 , MonsterState 0
3단계 : 3~4성 : e 초 : MonsterType 1 , MonsterState 1
4단계 : 4~5성 : r 초 : MonsterType 2 , MonsterState 0
5단계 : 5성 : t 초 : MonsterType 2 , MonsterState 1
*/
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