/// <summary>
 /// フィルタの選択状態をチェック
 /// </summary>
 /// <param name="rarityType"></param>
 /// <returns></returns>
 bool CheckSelectFilter(MasterDataDefineLabel.RarityType rarityType, LocalSaveSortInfo sortInfo)
 {
     if (sortInfo == null)
     {
         return(false);
     }
     if (sortInfo.m_FilterRares == null || sortInfo.m_FilterRares.Length == 0)
     {
         return(false);
     }
     return(Array.IndexOf(sortInfo.m_FilterRares, (int)rarityType) >= 0);
 }
Ejemplo n.º 2
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    //----------------------------------------------------------------------------

    /*!
     *          @brief			レア度->レア度ゲームテキストキー
     *          @param[in]		int		(rare)		レア度
     *          @return			string	[対応したゲームテキストキー]
     */
    //----------------------------------------------------------------------------
    static public string GetRareToTextKey(MasterDataDefineLabel.RarityType rare)
    {
        string strRareMsgKey = "RR_01";

        switch (rare)
        {
        case MasterDataDefineLabel.RarityType.STAR_1: strRareMsgKey = "RR_01"; break;

        case MasterDataDefineLabel.RarityType.STAR_2: strRareMsgKey = "RR_02"; break;

        case MasterDataDefineLabel.RarityType.STAR_3: strRareMsgKey = "RR_03"; break;

        case MasterDataDefineLabel.RarityType.STAR_4: strRareMsgKey = "RR_04"; break;

        case MasterDataDefineLabel.RarityType.STAR_5: strRareMsgKey = "RR_05"; break;

        case MasterDataDefineLabel.RarityType.STAR_6: strRareMsgKey = "RR_06"; break;

        case MasterDataDefineLabel.RarityType.STAR_7: strRareMsgKey = "RR_07"; break;

        default: Debug.LogError("Unit Kind Error!: rare:" + rare); break;
        }
        return(strRareMsgKey);
    }
Ejemplo n.º 3
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    /// <summary>
    /// ソートのレア度テキストを取得
    /// </summary>
    /// <param name="rareType"></param>
    /// <returns></returns>
    public static string GetSortDialogRareText(MasterDataDefineLabel.RarityType rareType)
    {
        string textKey = "";

        switch (rareType)
        {
        case MasterDataDefineLabel.RarityType.STAR_1:
            textKey = "filter_text21";
            break;

        case MasterDataDefineLabel.RarityType.STAR_2:
            textKey = "filter_text22";
            break;

        case MasterDataDefineLabel.RarityType.STAR_3:
            textKey = "filter_text23";
            break;

        case MasterDataDefineLabel.RarityType.STAR_4:
            textKey = "filter_text24";
            break;

        case MasterDataDefineLabel.RarityType.STAR_5:
            textKey = "filter_text25";
            break;

        case MasterDataDefineLabel.RarityType.STAR_6:
            textKey = "filter_text26";
            break;

        case MasterDataDefineLabel.RarityType.STAR_7:
            textKey = "filter_text27";
            break;
        }
        return(GameTextUtil.GetText(textKey));
    }
Ejemplo n.º 4
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    //----------------------------------------------------------------------------

    /*!
     *      @brief		ゲーム中入手ユニット操作:レア毎数取得
     *      @return		int		[取得ユニットレア毎数]
     */
    //----------------------------------------------------------------------------
    public int GetAcquireUnitRare(MasterDataDefineLabel.RarityType rare)
    {
        return(m_AcquireUnitRareNum[(int)rare]);
    }
Ejemplo n.º 5
0
    // ドロップアイテムを表示
    public void showDropObject(int enemy_index, MasterDataDefineLabel.RarityType rarity, bool is_show_plus, bool is_ticket, bool is_coin)
    {
        if (m_DropUnitPrefab != null)
        {
            if (m_DropUnitObjects[enemy_index] != null)
            {
                GameObject.Destroy(m_DropUnitObjects[enemy_index]);
                m_DropUnitObjects[enemy_index] = null;
            }
            GameObject drop_unit_object = GameObject.Instantiate(m_DropUnitPrefab);
            m_DropUnitObjects[enemy_index] = drop_unit_object;

            drop_unit_object.transform.SetParent(getEnemyHpGaugeTransform(enemy_index), false);
            drop_unit_object.transform.SetParent(transform, true);

            // レアリティ選択(とりあえず階層・名前決め打ちで設定)
            string mesh_name;
            if (is_ticket)
            {
                mesh_name = "Ticket";
            }
            else if (is_coin)
            {
                mesh_name = "Coin";
            }
            else
            {
                string[] mesh_names = new string[(int)MasterDataDefineLabel.RarityType.MAX]
                {
                    "LV1",
                    "LV2",
                    "LV3",
                    "LV4",
                    "LV5",
                    "LV6",
                    "LV7"
                };
                mesh_name = mesh_names[(int)rarity];
            }

            Transform mesh_trans_base = drop_unit_object.transform.GetChild(0).GetChild(0);
            mesh_trans_base = mesh_trans_base.Find(mesh_name);
            if (mesh_trans_base != null)
            {
                mesh_trans_base.gameObject.SetActive(true);
            }

            // プラス表示(とりあえず階層・名前決め打ちで設定)
            if (is_show_plus)
            {
                Transform plus_trans = drop_unit_object.transform.GetChild(0).Find("plus");
                if (plus_trans != null)
                {
                    plus_trans.gameObject.SetActive(true);
                }
            }

            // 駒エフェクトを表示
            if (EffectManager.Instance != null)
            {
                EffectManager.Instance.playEffect(SceneObjReferGameMain.Instance.m_EffectPrefab.m_2DUnitDrop, new Vector3(0.0f, 0.5f, -1.0f), Vector3.zero, drop_unit_object.transform, null, 128.0f * 2.0f, BattleLogic.EFFECT_HANDLE_UNIT_DROP);
            }

            SoundUtil.PlaySE(SEID.SE_INGAME_PANEL_MEKURI_SPECIAL);
        }
    }