Beispiel #1
0
        public static void Create()
        {
            SafeCall(() => AccessorySetData.Get());
            SafeCall(() => EquipmentSetData.Get());
            SafeCall(() => CharacterData.Get());
            // SafeCall(() => GetAkashas());

            var share = new ShareEffect();

            SafeCall(() => BroochesData.Create(share));
            SafeCall(() => TitleData.Create(share));

            foreach (var field in Enum.GetValues <EquipmentField>())
            {
                SafeCall(() => EquipmentData.Get(field));
            }

            foreach (var field in Enum.GetValues <AccessoryField>())
            {
                SafeCall(() => AccessoryData.Get(field));
            }

            foreach (var field in Enum.GetValues <PluginField>())
            {
                SafeCall(() => PluginData.Get(field));
            }

            foreach (var field in Enum.GetValues <TagField>())
            {
                SafeCall(() => TagData.Get(field));
            }
        }
        public AccessoryData Get(HomeKitServer homeKitServer, NameValueCollection queryString)
        {
            var ad = new AccessoryData();

            ad.Accessories = homeKitServer.GetAccessories();

            return(ad);
        }
Beispiel #3
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        public AccessoryData Get(HomeKitServer homeKitServer, NameValueCollection queryString)
        {
            _logger.LogDebug($"Working on queryString {queryString}");
            var ad = new AccessoryData {
                Accessories = homeKitServer.GetAccessories()
            };

            return(ad);
        }
Beispiel #4
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        public static bool CreateData_PrefabData_Patch(ref CustomSelectSet __result, ref AccessoryData item, ref Rect smallRect, ref AssetBundleController abc)
        {
            Vector2   vector      = new Vector2(256f, 256f);
            Texture2D texture     = LoadAsset(abc, item.prefab_F);
            Sprite    thumbnail_L = Sprite.Create(texture, new Rect(Vector2.zero, vector), vector * 0.5f, 100f, 0u, SpriteMeshType.FullRect);
            Sprite    thumbnail_S = Sprite.Create(texture, smallRect, smallRect.size * 0.5f, 100f, 0u, SpriteMeshType.FullRect);

            __result = new CustomSelectSet(item.id, item.name_LineFeed, thumbnail_S, thumbnail_L, item.isNew);

            return(false);
        }
Beispiel #5
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    // IMPLEMENTATION METHODS

    private void Init()
    {
        // instantiate datastores
        this.assetData          = new AssetData();
        this.kittyData          = new KittyData();
        this.accessoryData      = new AccessoryData();
        this.kittyAccessoryData = new KittyAccessoryData();
        this.mazeProgressData   = new MazeProgressData();
        // execute data startup processes
        this.dataStartup = new DataStartup();
        this.dataStartup.ExecuteStartupProcesses();
        // instantiate unity events object
        this.unityEvents = new UnityEvents();
        // instantiate admin control object
        this.adminControl = new AdminControl();
    }
Beispiel #6
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        /// <summary>
        ///  装飾品データをセット.
        /// </summary>
        /// <param name="accessoryData"></param>
        public void SetAccessory(AccessoryData accessoryData)
        {
            this.AccessoryData = accessoryData;

            var master = accessoryData.Master;

            this.lblAccessoryName.Text = master.Name;

            this.SkillList = master.GetSkillDataList();
            var skills = this.SkillList
                         .Select(skill => "{0}+{1}".Fmt(skill.Skill.Name, skill.Lv))
                         .ToList();

            this.lblSkillName.Text = string.Join(" ", skills);

            // 所持数を更新.
            this.UpdatePossession();
        }
Beispiel #7
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 public IReadOnlyCollection <AccessoryBlueprint> GetAccessoryBlueprints(AccessoryField field) =>
 AccessoryData.Get(field);