Beispiel #1
0
        public static List <int> Unlock_AlbumShipNum(bool unlock)
        {
            List <int> list       = new List <int>();
            int        bookRegNum = Server_Common.Utils.GetBookRegNum(1);

            if (bookRegNum <= TrophyUtil.__tmp_start_album_ship_num__)
            {
                return(list);
            }
            if (bookRegNum >= 30)
            {
                list.Add(2);
                if (bookRegNum >= 100)
                {
                    list.Add(3);
                    if (bookRegNum >= 150)
                    {
                        list.Add(4);
                        if (bookRegNum >= 200)
                        {
                            list.Add(5);
                        }
                    }
                }
            }
            list = TrophyUtil.__convert__(list);
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #2
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        private static List <int> __convert__(int tmp)
        {
            List <int> list = new List <int>();

            list.Add(tmp);
            return(TrophyUtil.__convert__(list));
        }
Beispiel #3
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        public static List <int> Unlock_At_Marriage(bool unlock)
        {
            List <int> list = TrophyUtil.__convert__(1);

            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #4
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        public static List <int> Unlock_GetShip(int new_ship_mst_id, bool unlock)
        {
            List <int> list = new List <int>();

            list.AddRange(TrophyUtil.Unlock_AlbumShipNum(false));
            list.AddRange(TrophyUtil.Unlock_AlbumSlotNum(false));
            list.AddRange(TrophyUtil.Unlock_GatherShips(new_ship_mst_id, false));
            list.AddRange(TrophyUtil.Unlock_At_GetIowa(new_ship_mst_id, false));
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #5
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        public static List <int> Unlock_UserLevel(bool unlock)
        {
            List <int> list = new List <int>();

            if (Comm_UserDatas.Instance.User_basic.UserLevel() >= 70)
            {
                list.Add(41);
            }
            list = TrophyUtil.__convert__(list);
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #6
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        public static List <int> Unlock_At_MapStart(bool unlock)
        {
            int        start_map_count = Comm_UserDatas.Instance.User_trophy.Start_map_count;
            List <int> list;

            if (start_map_count >= 10)
            {
                list = TrophyUtil.__convert__(26);
            }
            else
            {
                list = TrophyUtil.__convert__(null);
            }
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #7
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        public static List <int> Unlock_At_BattleResultOnlySally(bool unlock)
        {
            int        win_S_count = Comm_UserDatas.Instance.User_trophy.Win_S_count;
            List <int> list        = new List <int>();

            if (win_S_count >= 30)
            {
                list.Add(27);
                if (win_S_count >= 100)
                {
                    list.Add(28);
                }
            }
            list = TrophyUtil.__convert__(list);
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #8
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        public static List <int> Unlock_At_GameClear(bool unlock)
        {
            List <int> list = new List <int>();

            if (!Server_Common.Utils.IsGameClear())
            {
                return(list);
            }
            if (!SingletonMonoBehaviour <TrophyManager> .Instance.IsUnlocked(44))
            {
                list.Add(44);
            }
            DifficultKind difficult = Comm_UserDatas.Instance.User_basic.Difficult;

            if (difficult == DifficultKind.OTU)
            {
                if (!SingletonMonoBehaviour <TrophyManager> .Instance.IsUnlocked(45))
                {
                    list.Add(45);
                }
            }
            else if (difficult == DifficultKind.KOU)
            {
                if (!SingletonMonoBehaviour <TrophyManager> .Instance.IsUnlocked(46))
                {
                    list.Add(46);
                }
            }
            else if (difficult == DifficultKind.SHI && !SingletonMonoBehaviour <TrophyManager> .Instance.IsUnlocked(47))
            {
                list.Add(47);
            }
            list = TrophyUtil.__convert__(list);
            if (unlock)
            {
                SingletonMonoBehaviour <TrophyManager> .Instance.UnlockTrophies(list);
            }
            return(list);
        }
Beispiel #9
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 public static List <int> Unlock_At_SCutBattle()
 {
     return(TrophyUtil.Unlock_At_SCutBattle(true));
 }
Beispiel #10
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 public static List <int> Unlock_At_MapStart()
 {
     return(TrophyUtil.Unlock_At_MapStart(true));
 }
Beispiel #11
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 public static List <int> Unlock_At_BuildShip(int built_ship_mst_id)
 {
     return(TrophyUtil.Unlock_At_BuildShip(built_ship_mst_id, true));
 }
Beispiel #12
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 public static List <int> Unlock_AlbumShipNum()
 {
     return(TrophyUtil.Unlock_AlbumShipNum(true));
 }
Beispiel #13
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 public static List <int> Unlock_Material()
 {
     return(TrophyUtil.Unlock_Material(true));
 }
Beispiel #14
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 public static List <int> Unlock_DeckNum()
 {
     return(TrophyUtil.Unlock_DeckNum(true));
 }
Beispiel #15
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        public static List <int> Unlock_At_Battle(int count_at_battlestart, int count_in_battle, bool unlock)
        {
            int count = count_at_battlestart + count_in_battle;

            return(TrophyUtil.__Unlock_For_RecoveryItem__(count, unlock));
        }
Beispiel #16
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 public static List <int> Unlock_At_BuyFurniture()
 {
     return(TrophyUtil.Unlock_At_BuyFurniture(true));
 }
Beispiel #17
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 public static List <int> Unlock_At_BattleResultOnlySally()
 {
     return(TrophyUtil.Unlock_At_BattleResultOnlySally(true));
 }
Beispiel #18
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 public static List <int> Unlock_At_Battle(int count_at_battlestart, int count_in_battle)
 {
     return(TrophyUtil.Unlock_At_Battle(count_at_battlestart, count_in_battle, true));
 }
Beispiel #19
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 public static List <int> Unlock_UserLevel()
 {
     return(TrophyUtil.Unlock_UserLevel(true));
 }
Beispiel #20
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 public static List <int> Unlock_At_DockOpen()
 {
     return(TrophyUtil.Unlock_At_DockOpen(true));
 }
Beispiel #21
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 public static List <int> Unlock_At_GoNext()
 {
     return(TrophyUtil.Unlock_At_GoNext(true));
 }
Beispiel #22
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 public static List <int> Unlock_At_Marriage()
 {
     return(TrophyUtil.Unlock_At_Marriage(true));
 }
Beispiel #23
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        public static List <int> Unlock_At_Rading(bool unlock)
        {
            int use_recovery_item_count = Comm_UserDatas.Instance.User_trophy.Use_recovery_item_count;

            return(TrophyUtil.__Unlock_For_RecoveryItem__(use_recovery_item_count, unlock));
        }
Beispiel #24
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 public static List <int> Unlock_GetShip(int new_ship_mst_id)
 {
     return(TrophyUtil.Unlock_GetShip(new_ship_mst_id, true));
 }
Beispiel #25
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 public static List <int> Unlock_At_Revamp()
 {
     return(TrophyUtil.Unlock_At_Revamp(true));
 }
Beispiel #26
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 public static List <int> Unlock_At_AreaClear(int area_id)
 {
     return(TrophyUtil.Unlock_At_AreaClear(area_id, true));
 }
Beispiel #27
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 public static List <int> Unlock_At_Rading()
 {
     return(TrophyUtil.Unlock_At_Rading(true));
 }
Beispiel #28
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 public static List <int> Unlock_At_GameClear()
 {
     return(TrophyUtil.Unlock_At_GameClear(true));
 }
Beispiel #29
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 public static List <int> Unlock_ReOpenMap()
 {
     return(TrophyUtil.Unlock_ReOpenMap(true));
 }