public static void DecideSuccessHarmonyPostfix(WorkResultSceneMode sceneMode, int index, bool commu) { if (!configEntryUtill["DecideSuccess_log"]) { MyLog.LogMessage("ScheduleAPI.DecideSuccess.HarmonyPostfix" , sceneMode , index , commu ); } if (!configEntryUtill["DecideSuccess_Perfect2"]) { return; } ScheduleData scheduleData = GameMain.Instance.CharacterMgr.status.scheduleSlot[index]; if (sceneMode == WorkResultSceneMode.Noon) { if (scheduleData.noon_success_level != ScheduleData.WorkSuccessLv.Unexecuted) { scheduleData.noon_success_level = ScheduleData.WorkSuccessLv.Perfect; } } else if (sceneMode == WorkResultSceneMode.Night) { if (scheduleData.night_success_level != ScheduleData.WorkSuccessLv.Unexecuted) { scheduleData.night_success_level = ScheduleData.WorkSuccessLv.Perfect; } } }
public static void Calc(WorkResultSceneMode mode = WorkResultSceneMode.Noon, bool intervene = true) { MyLog.LogMessage( "WorkResultScene.Calc" , mode , intervene ); }
public static void DecideSuccessHarmonyPrefix(WorkResultSceneMode sceneMode, int index, bool commu) { if (!configEntryUtill["DecideSuccess_log"]) { MyLog.LogMessage("ScheduleAPI.DecideSuccess.HarmonyPrefix" , sceneMode , index , commu ); } if (!configEntryUtill["DecideSuccess_Perfect1"]) { return; } SetworkSuccessLvMax(); }