public void UpdateUserWeatherData(UserWeatherPB userWeatherPB, WeatherPB weatherPB) { _weatherPB = weatherPB; foreach (var v in userWeatherPB.BlessNumMap) { BlessNumDir[v.Key] = v.Value; } _visitedTime = userWeatherPB.ChallengeCount; }
public VisitVo(UserWeatherPB userWeatherPB, WeatherPB weatherPB, int curVisitTime, VisitModel visitModel) { _visitModel = visitModel; NpcId = userWeatherPB.Player; BlessNumDir = new Dictionary <int, int>(); foreach (var v in userWeatherPB.BlessNumMap) { BlessNumDir[v.Key] = v.Value; } //WeatherId = userWeatherPB.WeatherId; _weatherPB = weatherPB; //_visitedTime = curVisitTime; _visitedTime = userWeatherPB.ChallengeCount; }
private void SetWeatherBar(WeatherPB pB) { best = pB.Best * 10; better = best + pB.Better * 10; invalid = better + pB.Same * 10; _invalid.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, invalid); _better.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, better); _best.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, best); _cursor.anchoredPosition = new Vector2(-invalid * 0.5f, _cursor.anchoredPosition.y); int min = (int)(-invalid * 0.5f + better); int max = (int)(invalid * 0.5f - better * 0.5f); int random = UnityEngine.Random.Range(min, max); _better.anchoredPosition = new Vector2(random, _better.anchoredPosition.y); _best.anchoredPosition = new Vector2(random, _best.anchoredPosition.y); }
public void UpdateWeatherData(WeatherPB weatherPB) { _weatherPB = weatherPB; }