private void ChangeStatusIcon(CharacterQuestData.EStatus status)
        {
            switch (status)
            {
            case CharacterQuestData.EStatus.New:
                GameUtility.SetGameObjectActive((Component)this.NewIcon, true);
                GameUtility.SetGameObjectActive((Component)this.LockIcon, false);
                GameUtility.SetGameObjectActive((Component)this.CompleteIcon, false);
                GameUtility.SetGameObjectActive(this.Unlocks, true);
                break;

            case CharacterQuestData.EStatus.Challenged:
                GameUtility.SetGameObjectActive((Component)this.NewIcon, false);
                GameUtility.SetGameObjectActive((Component)this.LockIcon, false);
                GameUtility.SetGameObjectActive((Component)this.CompleteIcon, false);
                GameUtility.SetGameObjectActive(this.Unlocks, true);
                break;

            case CharacterQuestData.EStatus.Lock:
                GameUtility.SetGameObjectActive((Component)this.NewIcon, false);
                GameUtility.SetGameObjectActive((Component)this.LockIcon, true);
                GameUtility.SetGameObjectActive((Component)this.CompleteIcon, false);
                GameUtility.SetGameObjectActive(this.Unlocks, false);
                break;

            case CharacterQuestData.EStatus.Complete:
                GameUtility.SetGameObjectActive((Component)this.NewIcon, false);
                GameUtility.SetGameObjectActive((Component)this.LockIcon, false);
                GameUtility.SetGameObjectActive((Component)this.CompleteIcon, true);
                GameUtility.SetGameObjectActive(this.Unlocks, true);
                break;
            }
        }
Esempio n. 2
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 public void UpdateStatus()
 {
     if (this.questType == CharacterQuestData.EType.Chara)
     {
         if (this.unitData1 != null)
         {
             if (this.unitData1.IsOpenCharacterQuest())
             {
                 List <KeyValuePair <QuestParam, bool> > characterQuests = CharacterQuestList.GetCharacterQuests(this.unitData1);
                 int count = characterQuests.FindAll((Predicate <KeyValuePair <QuestParam, bool> >)(pair => pair.Key.state == QuestStates.Cleared)).Count;
                 if (characterQuests.FindAll((Predicate <KeyValuePair <QuestParam, bool> >)(pair =>
                 {
                     if (pair.Key.state == QuestStates.New)
                     {
                         return(pair.Value);
                     }
                     return(false);
                 })).Count > 0)
                 {
                     this.status = CharacterQuestData.EStatus.New;
                 }
                 else if (count == characterQuests.Count)
                 {
                     this.status = CharacterQuestData.EStatus.Complete;
                 }
                 else
                 {
                     this.status = CharacterQuestData.EStatus.Challenged;
                 }
             }
             else
             {
                 this.status = CharacterQuestData.EStatus.Lock;
             }
         }
         else
         {
             this.status = CharacterQuestData.EStatus.Lock;
         }
     }
     else if (this.unitData1 != null && this.unitData2 != null)
     {
         List <KeyValuePair <QuestParam, bool> > collaboSkillQuests = CharacterQuestList.GetCollaboSkillQuests(this.unitData1, this.unitData2);
         int count = collaboSkillQuests.FindAll((Predicate <KeyValuePair <QuestParam, bool> >)(pair => pair.Key.state == QuestStates.Cleared)).Count;
         if (collaboSkillQuests.FindAll((Predicate <KeyValuePair <QuestParam, bool> >)(pair =>
         {
             if (pair.Key.state == QuestStates.New)
             {
                 return(pair.Value);
             }
             return(false);
         })).Count > 0)
         {
             this.status = CharacterQuestData.EStatus.New;
         }
         else if (count == collaboSkillQuests.Count)
         {
             this.status = CharacterQuestData.EStatus.Complete;
         }
         else
         {
             this.status = CharacterQuestData.EStatus.Challenged;
         }
     }
     else
     {
         this.status = CharacterQuestData.EStatus.Lock;
     }
 }