Example #1
0
    public Dictionary <string, FavoriteItems_Template> Interpert()
    {
        if (!ReferenceEquals(favoriteItems_Loading, null))
        {
            Dictionary <string, FavoriteItems_Template> favoriteItemsDic = new Dictionary <string, FavoriteItems_Template>();

            foreach (KeyValuePair <string, string> line in favoriteItems_Loading.textLists)
            {
                FavoriteItems_Template dialogueExploration = null;
                string key   = line.Key;
                string value = line.Value;

                dialogueExploration = CreateTemplate(value);

                if (!ReferenceEquals(dialogueExploration, null))
                {
                    favoriteItemsDic.Add(key, dialogueExploration);
                }
            }
            if (!ReferenceEquals(favoriteItemsDic, null))
            {
                return(favoriteItemsDic);
            }
        }

        return(null);
    }
Example #2
0
    public bool Gift(string itemId, string npcId)
    {
        if (!ReferenceEquals(_npcsController, null))
        {
            if (_npcsController.NpcsDic.ContainsKey(npcId))
            {
                Npc    npc     = _npcsController.NpcsDic[npcId];
                Sprite icon    = npc.Icon;
                string nameNpc = npc.NpcName;
                if (npc.CanGift())
                {
                    FeelNpc feelNpc = FeelNpc.Normal;
                    string  favId   = npc.FavoriteItemSetId;
                    float   charm   = playerAction.GetTotalBonusCharm();
                    if (_npcsController.FavoriteItemsDic.ContainsKey(favId))
                    {
                        FavoriteItems_Template favoriteItems_Template          = _npcsController.FavoriteItemsDic[favId];
                        Dictionary <string, DialogueFavoriteItem> ItemLikeId   = new Dictionary <string, DialogueFavoriteItem>();
                        Dictionary <string, DialogueFavoriteItem> ItemUnlikeId = new Dictionary <string, DialogueFavoriteItem>();
                        Dictionary <string, DialogueFavoriteItem> ItemExceptId = new Dictionary <string, DialogueFavoriteItem>();
                        ItemLikeId   = favoriteItems_Template.ItemLikeId;
                        ItemUnlikeId = favoriteItems_Template.ItemUnLikeId;
                        ItemExceptId = favoriteItems_Template.ItemExceptId;

                        if (ItemLikeId.ContainsKey(itemId))
                        {
                            //like
                            npc.IncreaseRelationship((int)(playerAction.GetTotalBonusCharm() * INST_VALUE_FAVORITE_LIKE + 0.5f));
                            feelNpc = FeelNpc.Like;
                        }
                        else if (ItemUnlikeId.ContainsKey(itemId))
                        {
                            //unlike
                            npc.DecreaseRelationship(INST_VALUE_FAVORITE_UnLIKE);
                            feelNpc = FeelNpc.Unlike;
                        }
                        else if (ItemExceptId.ContainsKey(itemId))
                        {
                            //except
                            npc.IncreaseRelationship((int)(playerAction.GetTotalBonusCharm() * INST_VALUE_FAVORITE_EXCEPT + 0.5f));
                            feelNpc = FeelNpc.Except;
                        }
                        else
                        {
                            //normal
                            npc.IncreaseRelationship((int)(playerAction.GetTotalBonusCharm() * INST_VALUE_FAVORITE_NORMAL + 0.5f));
                        }
                    }
                    else
                    {
                        //normal
                        npc.IncreaseRelationship((int)(playerAction.GetTotalBonusCharm() * INST_VALUE_FAVORITE_NORMAL + 0.5f));
                    }

                    npc.CountGift();

                    //notification NPC's feeling
                    switch (feelNpc)
                    {
                    case FeelNpc.Normal:
                        _notificationController.Emotion(_normal);
                        break;

                    case FeelNpc.Like:
                        _notificationController.Emotion(_like);
                        break;

                    case FeelNpc.Unlike:
                        _notificationController.Emotion(_unlike);
                        break;

                    case FeelNpc.Except:
                        _notificationController.Emotion(_except);
                        break;
                    }
                    _characterStatusController.IncreaseCurrentMotivation(INST_VALUE_MOTIVATION);
                    return(true);
                }
                else
                {
                    //notification
                    _notificationController.LimitGift(icon, nameNpc);
                    return(false);
                }
            }
        }
        return(false);
    }