public string[] GetClient_PlayerText(E_ClientState state, ClientIdea client)
    {
        string          pt1      = null;
        string          pt2      = null;
        Client_TextData textData = clientText.dataArray[(int)state];

        switch (LanguageManager.GetInstance().Language)
        {
        case E_Language.KOREAN:
            pt1 = textData.Playertext1kor;
            pt2 = textData.Playertext2kor;
            break;

        case E_Language.ENGLISH:
            pt1 = textData.Playertext1eng;
            pt2 = textData.Playertext2eng;
            break;
        }
        string[] result;
        if (pt2 == "-")
        {
            result    = new string[1];
            result[0] = pt1;
        }
        else
        {
            result    = new string[2];
            result[0] = pt1;
            result[1] = pt2;
        }
        return(result);
    }
    public string GetNormalClientQuestSay(E_ClientState sayNum, List <QuestPerMob> list)
    {
        // Debug.Log("겟노말클라이언트퀘스트세이" + CharactorFrame.GetInstance().clientIdea.CharaName);
        string result = "";

        for (int i = 0; i < list.Count; i++)
        {
            QuestPerMob qpm = list[i];

            int    idx   = (((int)E_Evidence.MAX) * ((int)qpm.mob)) + (int)qpm.evidence;
            string basic = "";

            switch (LanguageManager.GetInstance().Language)
            {
            case E_Language.KOREAN:
                switch (sayNum)
                {
                case E_ClientState.COMMISSION_SAY_1:
                    basic = clientSayNormal.dataArray[idx].Say1kor;

                    break;

                case E_ClientState.COMMISSION_SAY_2:
                    basic = clientSayNormal.dataArray[idx].Say2kor;

                    break;

                case E_ClientState.COMMISSION_SAY_3:
                    basic = clientSayNormal.dataArray[idx].Say3kor;

                    break;
                }
                break;

            case E_Language.ENGLISH:
                switch (sayNum)
                {
                case E_ClientState.COMMISSION_SAY_1:
                    basic = clientSayNormal.dataArray[idx].Say1eng;

                    break;

                case E_ClientState.COMMISSION_SAY_2:
                    basic = clientSayNormal.dataArray[idx].Say2eng;

                    break;

                case E_ClientState.COMMISSION_SAY_3:
                    basic = clientSayNormal.dataArray[idx].Say3eng;

                    break;
                }
                break;
            }

            result += basic.Replace("[0]", qpm.number.ToString()) + " ";
        }
        return(result);
    }
Beispiel #3
0
    //엑셀등에서 텍스트 불러와서 캐릭터 상태 입력 받아서 텍스트 반환함.

    public string GetCharaText(E_ClientState state)
    {
        string str = "";

        switch (state)
        {
        case E_ClientState.COMMISSION:
            str = "의뢰하러 왔습니다.";
            break;

        case E_ClientState.COMMISSION_SAY_1:
            str = "괸   (세이1).";
            break;

        case E_ClientState.COMMISSION_SAY_2:
            str = "고1ㄴ(세이2)";
            break;

        case E_ClientState.COMMISSION_SAY_3:
            str = "고블린 하나 눈 증거품! (세이3)";
            break;

        case E_ClientState.COMMISSION_CANCEL:
            str = "답답해서 여기서 의뢰 안합니다 (캔슬)";
            break;
        // case E_ClientState.COMMISION_DONE:
        //    str = "만기 전에 끝내주십쇼. (던)";
        //   break;

        case E_ClientState.LEAVE:
            str = "여기서 떠나는 모션 띄우면 될듯. 바이바이 (리브)";
            break;
        }
        Debug.LogFormat("상태 = {0} , 말 = {1}", state, str);
        return(str);
    }
    public string GetClientText(E_ClientState state, ClientIdea client)
    {
        string          result   = "";
        Client_TextData textData = clientText.dataArray[(int)state];

        switch (LanguageManager.GetInstance().Language)
        {
        case E_Language.KOREAN:
            result = textData.Charatextkor;
            break;

        case E_Language.ENGLISH:
            result = textData.Charatexteng;
            break;
        }
        int deposit = PayFormula.CalculateClientRequestDeposit(client.OriginOrderedQuest, client.DaysExpire);


        switch (state)  //치환해야하는 문자열의 경우.
        {
        case E_ClientState.COMMISSION:
            int clientLastPayin100per = PayFormula.CalculateClientRequestLastPayment(
                client.OriginOrderedQuest, client.DaysExpire, 100f, 0
                );
            result = result.Replace("[0]", deposit.ToString());
            result = result.Replace("[1]", clientLastPayin100per.ToString());
            break;

        case E_ClientState.COMMISION_MAKE_DONE:

            result = result.Replace("[0]", client.DaysExpire.ToString());
            result = result.Replace("[1]", deposit.ToString());
            break;

        case E_ClientState.CHECK_NO_EXPIRE:
            result = result.Replace("[0]", client.DaysExpire.ToString());
            break;

        case E_ClientState.CHECK_IMPERFACT_00:      //뺐을 착수금으로 치환
            result = result.Replace("[0]", deposit.ToString());
            break;

        case E_ClientState.CHECK_IMPERFACT_50:      //성공보수금으로 치환
        case E_ClientState.CHECK_IMPERFACT_80:
        case E_ClientState.CHECK_IMPERFACT_95:
        case E_ClientState.CHECK_PERFACT:
            int outDue = 0;
            if (client.haveComeBeforeExpire)
            {
                InGameTime clientExpire = client.GetExpire();
                InGameTime nowTime      = InGameTimeManager.GetInstance().GetNowTime();
                outDue = nowTime.GetDaysGap(clientExpire);
            }
            int lastClientPayment = PayFormula.CalculateClientRequestLastPayment(client.OriginOrderedQuest,
                                                                                 client.DaysExpire,
                                                                                 EventParameterStorage.GetInstance().QuestCompareCompleteness, outDue);

            result = result.Replace("[0]", lastClientPayment.ToString());
            break;
        }

        return(result);
    }