Ejemplo n.º 1
0
 public GUITrialRewardItemData(ERewardType et, ItemInfo iInfo, int num, int dNum)
 {
     this.mERewardType = et;
     this.mItemInfo = iInfo;
     this.mItemNum = num;
     this.mDaiBiNum = dNum;
 }
Ejemplo n.º 2
0
 public void Init(int num, bool showValue, bool showTips, float x, float y, float z, int quality = 0, ERewardType type = ERewardType.EReward_Money)
 {
     this.type = type;
     UISprite uISprite = GameUITools.FindUISprite("icon", base.gameObject);
     uISprite.spriteName = Tools.GetRewardIcon(type);
     this.mMoneyNum = num;
     this.tipsPosition = new Vector3(x, y, z);
     UILabel component = base.transform.Find("num").GetComponent<UILabel>();
     component.text = Tools.FormatCurrency(num);
     if (!showValue)
     {
         component.gameObject.SetActive(false);
     }
     if (showTips)
     {
         UIEventListener expr_83 = UIEventListener.Get(base.gameObject);
         expr_83.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(expr_83.onPress, new UIEventListener.BoolDelegate(this.OnRewardPress));
         if (quality == 0 && type != ERewardType.EReward_Money)
         {
             quality = 2;
         }
         this.qualityLvl = quality;
     }
     UISprite component2 = base.transform.Find("QualityMark").GetComponent<UISprite>();
     if (component2 != null)
     {
         component2.spriteName = Tools.GetRewardFrame(type);
         component2.gameObject.SetActive(true);
     }
 }
Ejemplo n.º 3
0
 /// <summary>
 /// 스테이지 데이터 클래스의 멤버변수 정보를 초기화한다.
 /// </summary>
 public void InitData()
 {
     stageNumber           = 0;
     eStageLevel           = EStageLevel.normal;
     eClearState           = EClearState.none;
     currentStageStarCount = 0;
     rewardType            = ERewardType.gold;
 }
Ejemplo n.º 4
0
 public QuizModel(EQuizType type, int minNumber, int maxNumber, byte chance, ERewardType rewardType, uint rewardAmount)
 {
     Type         = type;
     MinNumber    = minNumber;
     MaxNumber    = maxNumber;
     Chance       = chance;
     RewardType   = rewardType;
     RewardAmount = rewardAmount;
 }
Ejemplo n.º 5
0
 private void Init(ERewardType RewardType, int num)
 {
     this.iconSprite = base.transform.GetComponent<UISprite>();
     this.numText = base.transform.Find("num").GetComponent<UILabel>();
     this.iconSprite.spriteName = Tools.GetRewardTypeIcon(RewardType);
     if (RewardType == ERewardType.EReward_VipExp)
     {
         this.numText.text = Tools.GetRewardTypeName(RewardType, 0) + "x" + Tools.FormatCurrency(num);
     }
     else
     {
         this.numText.text = "x" + Tools.FormatCurrency(num);
     }
 }
Ejemplo n.º 6
0
 public static RewardCurrency CreateReward(ERewardType RewardType, int num)
 {
     GameObject gameObject = Tools.InstantiateGUIPrefab("GUI/QuestRewardMoney");
     if (gameObject != null)
     {
         RewardCurrency rewardCurrency = gameObject.AddComponent<RewardCurrency>();
         if (rewardCurrency != null)
         {
             rewardCurrency.Init(RewardType, num);
             return rewardCurrency;
         }
     }
     return null;
 }
Ejemplo n.º 7
0
    public GameObject content;      // 아이템을 생성할 부모 오브젝트

    /// <summary>
    /// 보상을 받는다.
    /// 보상의 타입에 따라 content안에 생성되는 카드가 다르게 생성됨
    /// </summary>
    /// <param name=""></param>
    public void ReceiveMail(ERewardType rewardType)
    {
        // TODO (장현명) : 보상의 타입에 따라 아이템 카드를 생성 후 content 오브젝트의 자식으로 넣기
        switch (rewardType)
        {
        case ERewardType.equipmentItem:
            break;

        case ERewardType.gold:
            break;

        case ERewardType.crystal:
            break;

        case ERewardType.stat:
            break;

        default:
            break;
        }
    }
Ejemplo n.º 8
0
    public IEnumerator IStageFinished()
    {
        inGameUi.SetActive(false);
        finishPanel.SetActive(true);
        if (isClear)
        {
            PlayerInformation.stageData.eClearState = EClearState.clear;

            finishPopUpText.text = clear;
            int starNumber = (int)(PlayerInformation.stageData.eStageLevel) + 1; // 별 개수
            SetStarCountImage(starNumber);                                       // 별 개수를 설정해서 UI로 보여준다.
            PlayerInformation.stageData.currentStageStarCount = starNumber;
            Debug.Log("성공한 별의 개수 : " + PlayerInformation.stageData.currentStageStarCount);

            // 성공하여 받은 스테이지의 별을 서버로 저장한다.
            if (NetworkManager.instance != null)
            {
                yield return(StartCoroutine(NetworkManager.instance.ISetStageInformationToServer(PlayerInformation.stageData.stageNumber, starNumber)));
            }
            else
            {
                Debug.LogWarning("NetworkManager가 없습니다.");
            }


            // TODO (장현명) : 보상 타입 나중에 고치기 ()
            ///////////////////////////////// Start ///////////////////////////
            ERewardType rewardType    = PlayerInformation.stageData.rewardType; // 스테이지의 보상 타입을 가져옴.
            string      rewardMessage = "";                                     // 보상 메세지
            switch (rewardType)
            {
            case ERewardType.crystal:      // 크리스탈 보상
                rewardMessage = "크리스탈";
                break;

            case ERewardType.equipmentItem:      // 장비 보상
                rewardMessage = "장비";
                break;

            case ERewardType.gold:      // 골드 보상
                rewardMessage  = PlayerInformation.stageData.StageGold.ToString() + "골드";
                userData.gold += PlayerInformation.stageData.StageGold;
                break;

            case ERewardType.stat:     // 스텟 보상 ( 이것은 스텟 설정 고쳐야 함)
                rewardMessage = "스텟";
                break;

            default:
                Debug.Assert(false, "보상 타입 범위 초과");
                break;
            }
            rewardText.text = "보상 : " + rewardMessage;
            ////////////////////////////////// End /////////////////////////////

            float rewardExp = PlayerInformation.stageData.StageExp;

            while (rewardExp > 0)
            {
                if (rewardExp >= (userData.MaxExp - userData.exp))
                {
                    rewardExp = rewardExp - (userData.MaxExp - userData.exp);

                    userData.exp    = 0;
                    userData.level += 1;
                }
                else
                {
                    userData.exp = userData.exp + rewardExp;
                    rewardExp    = 0.0f;
                }
            }
            PlayerInformation.userData.CopyData(userData);
            PlayerInformation.userData.SetCharacterStat(userData.characterType, PlayerInformation.userData.level);

            if (NetworkManager.instance != null)
            {
                yield return(NetworkManager.instance.ISaveCharacterDataToServer());
            }
            else
            {
                Debug.LogWarning("네트워크 매니저 없음");
            }
        }
        else
        {
            PlayerInformation.stageData.eClearState = EClearState.fail;
            finishPopUpText.text = failed;
        }
    }
 public virtual bool IsThisCom(ERewardType t)
 {
     return(false);
 }
Ejemplo n.º 10
0
 public RewardItemBase(ERewardType type)
 {
     this.RewardType = type;
 }
Ejemplo n.º 11
0
 // TODO (장현명) : 보상 시스템 만들기
 public void ReceiveReward(ERewardType rewardType)
 {
 }
 public override bool IsThisCom(ERewardType t)
 {
     return(t != ERewardType.Reward_runes && t != ERewardType.Reward_summonerFrame && ERewardType.Reward_summonerHeadPortrait != t);
 }
Ejemplo n.º 13
0
 public override bool IsThisCom(ERewardType t)
 {
     return(ERewardType.Reward_runes == t);
 }
 public override bool IsThisCom(ERewardType t)
 {
     return(t == ERewardType.Reward_summonerFrame || ERewardType.Reward_summonerHeadPortrait == t);
 }
Ejemplo n.º 15
0
 private void AddRewardData(ERewardType type, int count)
 {
     if (this.rewardDataDict.ContainsKey(type))
     {
         this.rewardDataDict[type].RewardValue1 += count;
     }
     else
     {
         RewardData rewardData = new RewardData();
         rewardData.RewardType = (int)type;
         rewardData.RewardValue1 = count;
         this.rewardDataDict.Add(type, rewardData);
     }
 }