Esempio n. 1
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 public User_QuestFmt()
 {
     State       = QuestState.NOT_DISP;
     Progress    = QuestProgressKinds.NOT_DISP;
     GetMaterial = new Dictionary <enumMaterialCategory, int>();
     RewardTypes = new List <QuestItemGetKind>();
     RewardCount = new List <int>();
 }
 private string GetSpriteNameWaitingProgress(QuestProgressKinds progress)
 {
     if (progress == QuestProgressKinds.MORE_THAN_50)
     {
         return("btn_progress_2");
     }
     if (progress != QuestProgressKinds.MORE_THAN_80)
     {
         return("btn_progress_1");
     }
     return("btn_progress_3");
 }
 private string GetSpriteNameRunningProgress(QuestProgressKinds progress)
 {
     if (progress == QuestProgressKinds.MORE_THAN_50)
     {
         return("btn_progress_5");
     }
     if (progress != QuestProgressKinds.MORE_THAN_80)
     {
         return("btn_progress_4");
     }
     return("btn_progress_7");
 }
Esempio n. 4
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        private string GetSpriteNameWaitingProgress(QuestProgressKinds progress)
        {
            switch (progress)
            {
            case QuestProgressKinds.MORE_THAN_50:
                return("btn_progress_2");

            case QuestProgressKinds.MORE_THAN_80:
                return("btn_progress_3");

            default:
                return("btn_progress_1");
            }
        }
Esempio n. 5
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        private string GetSpriteNameRunningProgress(QuestProgressKinds progress)
        {
            switch (progress)
            {
            case QuestProgressKinds.MORE_THAN_50:
                return("btn_progress_5");

            case QuestProgressKinds.MORE_THAN_80:
                return("btn_progress_7");

            default:
                return("btn_progress_4");
            }
        }
Esempio n. 6
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        private string GetSpriteNameProgress(QuestState state, QuestProgressKinds progress)
        {
            switch (state)
            {
            case QuestState.COMPLETE:
                return("btn_progress_8");

            case QuestState.RUNNING:
                return(GetSpriteNameRunningProgress(progress));

            case QuestState.WAITING_START:
                return(GetSpriteNameWaitingProgress(progress));

            default:
                return(string.Empty);
            }
        }
Esempio n. 7
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        private string GetSpriteNameYouseiPrefix(QuestState state, QuestProgressKinds progress)
        {
            switch (state)
            {
            case QuestState.COMPLETE:
                return("mini_06_b_0");

            case QuestState.RUNNING:
                return("mini_06_a_0");

            case QuestState.WAITING_START:
                if (progress != 0)
                {
                    return(string.Empty);
                }
                return(string.Empty);

            default:
                return(string.Empty);
            }
        }
Esempio n. 8
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 public User_QuestFmt(Mem_quest memObj, Mst_quest mstObj) : this()
 {
     this.No          = memObj.Rid;
     this.Category    = mstObj.Category;
     this.State       = memObj.State;
     this.Title       = mstObj.Name;
     this.Detail      = mstObj.Details;
     this.Type        = mstObj.Type;
     this.GetMaterial = mstObj.GetMaterialValues();
     this.GetSpoint   = mstObj.GetSpointNum();
     this.Progress    = this.setProgress();
     if (mstObj.Get_1_type > 0)
     {
         this.RewardTypes.Add((QuestItemGetKind)mstObj.Get_1_type);
         this.RewardCount.Add(mstObj.Get_1_count);
     }
     if (mstObj.Get_2_type > 0)
     {
         this.RewardTypes.Add((QuestItemGetKind)mstObj.Get_2_type);
         this.RewardCount.Add(mstObj.Get_2_count);
     }
 }