private IEnumerator OnReciveRewardItems(Reward_Useitems useItems) { bool recived = false; UIGetRewardDialog rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>(); List <Reward_Useitem> rewardItems = new List <Reward_Useitem>(); IReward_Useitem[] rewards = useItems.Rewards; for (int i = 0; i < rewards.Length; i++) { Reward_Useitem iMaterial = (Reward_Useitem)rewards[i]; Reward_Useitem rewardItem = iMaterial; rewardItems.Add(rewardItem); } rewardMateralsDialog.Initialize(rewardItems.ToArray()); rewardMateralsDialog.SetOnDialogClosedCallBack(delegate { recived = true; rewardMateralsDialog.Close(); UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject); }); KeyControl rewardDialogKeyController = rewardMateralsDialog.Show(); ChangeKeyController(rewardDialogKeyController); while (!recived) { yield return(new WaitForSeconds(0.5f)); } }
private List <IReward> _CreateRewardModels(int used_useitem_mst_id, User_ItemUseFmt fmt, out bool has_use_item_reward) { has_use_item_reward = false; List <IReward> list = new List <IReward>(); if (fmt.Material != null && fmt.Material.get_Count() > 0) { List <IReward_Material> list2 = new List <IReward_Material>(); Reward_Materials reward_Materials = new Reward_Materials(list2); list.Add(reward_Materials); this._AddMaterialReward(list2, enumMaterialCategory.Fuel, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Bull, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Steel, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Bauxite, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Build_Kit, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Repair_Kit, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Dev_Kit, fmt.Material); this._AddMaterialReward(list2, enumMaterialCategory.Revamp_Kit, fmt.Material); } if (fmt.GetItem != null && fmt.GetItem.get_Count() > 0) { using (List <ItemGetFmt> .Enumerator enumerator = fmt.GetItem.GetEnumerator()) { while (enumerator.MoveNext()) { ItemGetFmt current = enumerator.get_Current(); has_use_item_reward = true; Reward_Useitem reward_Useitem = new Reward_Useitem(current.Id, current.Count); if (reward_Useitem.Id == 53 && used_useitem_mst_id == 53) { Reward_PortExtend reward_PortExtend = new Reward_PortExtend(); list.Add(reward_PortExtend); } else if (reward_Useitem.Id == 63 && used_useitem_mst_id == 63) { Reward_DutyExtend reward_DutyExtend = new Reward_DutyExtend(base.UserInfo.MaxDutyExecuteCount); list.Add(reward_DutyExtend); } else { list.Add(reward_Useitem); } } } } return(list); }
private List <IReward> _CreateRewardModels(int used_useitem_mst_id, User_ItemUseFmt fmt, out bool has_use_item_reward) { has_use_item_reward = false; List <IReward> list = new List <IReward>(); if (fmt.Material != null && fmt.Material.Count > 0) { List <IReward_Material> list2 = new List <IReward_Material>(); Reward_Materials item = new Reward_Materials(list2); list.Add(item); _AddMaterialReward(list2, enumMaterialCategory.Fuel, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Bull, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Steel, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Bauxite, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Build_Kit, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Repair_Kit, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Dev_Kit, fmt.Material); _AddMaterialReward(list2, enumMaterialCategory.Revamp_Kit, fmt.Material); } if (fmt.GetItem != null && fmt.GetItem.Count > 0) { foreach (ItemGetFmt item4 in fmt.GetItem) { has_use_item_reward = true; Reward_Useitem reward_Useitem = new Reward_Useitem(item4.Id, item4.Count); if (reward_Useitem.Id == 53 && used_useitem_mst_id == 53) { Reward_PortExtend item2 = new Reward_PortExtend(); list.Add(item2); } else if (reward_Useitem.Id == 63 && used_useitem_mst_id == 63) { Reward_DutyExtend item3 = new Reward_DutyExtend(base.UserInfo.MaxDutyExecuteCount); list.Add(item3); } else { list.Add(reward_Useitem); } } return(list); } return(list); }
private IEnumerator OnReciveRewardItem(Reward_Useitem reward) { bool recived = false; UIGetRewardDialog rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>(); rewardMateralsDialog.Initialize(reward); rewardMateralsDialog.SetOnDialogClosedCallBack(delegate { recived = true; rewardMateralsDialog.Close(); UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject); }); KeyControl rewardDialogKeyController = rewardMateralsDialog.Show(); ChangeKeyController(rewardDialogKeyController); while (!recived) { yield return(new WaitForSeconds(0.5f)); } }
public List <IReward> GetMapClearItems() { if (this._next_cell.MapClearItem == null) { return(null); } List <IReward> list = new List <IReward>(); for (int i = 0; i < this._next_cell.MapClearItem.get_Count(); i++) { IReward reward = null; MapItemGetFmt mapItemGetFmt = this._next_cell.MapClearItem.get_Item(i); switch (mapItemGetFmt.Category) { case MapItemGetFmt.enumCategory.Furniture: reward = new Reward_Furniture(mapItemGetFmt.Id); break; case MapItemGetFmt.enumCategory.Slotitem: reward = new Reward_Slotitem(mapItemGetFmt.Id, mapItemGetFmt.GetCount); break; case MapItemGetFmt.enumCategory.Ship: reward = new Reward_Ship(mapItemGetFmt.Id); break; case MapItemGetFmt.enumCategory.Material: reward = new Reward_Material((enumMaterialCategory)mapItemGetFmt.Id, mapItemGetFmt.GetCount); break; case MapItemGetFmt.enumCategory.UseItem: reward = new Reward_Useitem(mapItemGetFmt.Id, mapItemGetFmt.GetCount); break; } if (reward != null) { list.Add(reward); } } return(list); }
public void Initialize(Reward_Useitem reward) { mSprite_Icon.spriteName = $"item_{reward.Id}"; if (reward.Id == 63) { mLabel_Message.text = string.Empty; mLabel_Message.fontSize = 24; mLabel_Message.text = string.Format("任務受託数がupしました!", reward.Name); } else if (reward.Count == 1) { mLabel_Message.text = string.Empty; mLabel_Message.fontSize = 32; mLabel_Message.text = $"{reward.Name}を\n入手しました"; } else { mLabel_Message.text = string.Empty; mLabel_Message.fontSize = 32; mLabel_Message.text = $"{reward.Name}を\n{reward.Count}個 入手しました"; } }
public void Initialize(Reward_Useitem reward) { this.mSprite_Icon.spriteName = string.Format("item_{0}", reward.Id); bool flag = reward.Id == 63; if (flag) { this.mLabel_Message.text = string.Empty; this.mLabel_Message.fontSize = 24; this.mLabel_Message.text = string.Format("任務受託数がupしました!", reward.Name); } else if (reward.Count == 1) { this.mLabel_Message.text = string.Empty; this.mLabel_Message.fontSize = 32; this.mLabel_Message.text = string.Format("{0}を\n入手しました", reward.Name); } else { this.mLabel_Message.text = string.Empty; this.mLabel_Message.fontSize = 32; this.mLabel_Message.text = string.Format("{0}を\n{1}個 入手しました", reward.Name, reward.Count); } }
public void Initialize(Reward_Useitem reward) { Util.Instantiate(this.mPrefab_UIDutyGetRewardUseItem.get_gameObject(), this.mPanel_RewardArea.get_gameObject(), false, false).GetComponent <UIDutyGetRewardUseItem>().Initialize(reward); }
public void Initialize(Reward_Useitem reward) { Util.Instantiate(mPrefab_UIDutyGetRewardUseItem.gameObject, mPanel_RewardArea.gameObject).GetComponent <UIDutyGetRewardUseItem>().Initialize(reward); }