Esempio n. 1
0
        public void RefreshView()
        {
            string   color   = "";
            string   content = "";
            string   rewards = "";
            DropData drop;

            for (int i = 0; i < taskData.Rewards.Count; i++)
            {
                drop     = taskData.Rewards[i];
                rewards += drop.Item.Name + (drop.Num > 1 ? "*" + drop.Num : "");
                if (i < taskData.Rewards.Count - 1)
                {
                    rewards += ", ";
                }
            }
            switch (taskData.State)
            {
            case TaskStateType.Accepted:
                color   = "#00FF00";
                content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(currentDialog));
                break;

            case TaskStateType.CanAccept:
                color   = "#00FFFF";
                content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(currentDialog));
                break;

            case TaskStateType.CanNotAccept:
                color = "#CCCCCC";
                string condition = "";
                switch (taskData.Type)
                {
                case TaskType.Gender:
                    condition = (GenderType)taskData.IntValue == GenderType.Female ? "需要主角为 女性" : "需要主角为 男性";
                    break;

                case TaskType.ItemInHand:
                    condition = "需要拥有 " + JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", taskData.StringValue).Name;
                    break;

                case TaskType.MoralRange:
                    condition = "需要道德点区间为 " + taskData.MinIntValue + "-" + taskData.MaxIntValue;
                    break;

                case TaskType.None:
                    condition = "无限制";
                    break;

                case TaskType.Occupation:
                    condition = "主角所属门派必须为 " + Statics.GetOccupationName((OccupationType)taskData.IntValue);
                    break;

                case TaskType.TheHour:
                    condition = "需要到 " + Statics.GetTimeName(taskData.IntValue) + " 才能接取";
                    break;

                default:
                    break;
                }
                content = string.Format("{0}\n接取条件:<color=\"#FF0000\">{1}</color>\n目标:前往<color=\"#F57729\">{2}</color>的<color=\"#F57729\">{3}</color>找<color=\"#F57729\">{4}</color>交谈", taskData.Desc, condition, areaName, scene.Name, npc.Name);
                break;

            case TaskStateType.Completed:
                color   = "#999999";
                content = "已完成";
                break;

            case TaskStateType.Ready:
                color   = "#00FF00";
                content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(currentDialog));
                break;

            default:
                color = "#FFFFFF";
                break;
            }
            title.text = string.Format("<color=\"{0}\">{1}</color>", color, taskData.Name);
            desc.text  = string.Format("{0}\n奖励:{1}", content, rewards != "" ? rewards : "无");
            if (currentDialog.Type == TaskDialogType.EventFightWined || currentDialog.Type == TaskDialogType.CreateTaskIsBindedWithEvent)
            {
                ScoutBtn.gameObject.SetActive(true);
            }
            else
            {
                ScoutBtn.gameObject.SetActive(false);
            }
        }
Esempio n. 2
0
        string getDialogDesc(TaskDialogData dialog)
        {
            string result = "";

            if (dialog != null)
            {
                string noticeColor = "#F57729";
                switch (dialog.Type)
                {
                case TaskDialogType.Choice:
                    return(string.Format("目标:前往<color=\"" + noticeColor + "\">{0}</color>,<color=\"" + noticeColor + "\">{1}</color>的<color=\"" + noticeColor + "\">{2}</color>有困难需要你的帮助", areaName, scene.Name, npc.Name));

                case TaskDialogType.JustTalk:
                case TaskDialogType.Notice:
                    return(string.Format("目标:前往<color=\"" + noticeColor + "\">{0}</color>的<color=\"" + noticeColor + "\">{1}</color>找<color=\"" + noticeColor + "\">{2}</color>交谈", areaName, scene.Name, npc.Name));

                default:
                    return("");

                case TaskDialogType.ConvoyNpc:
                    string[] fen = dialog.StringValue.Split(new char[] { '_' });
                    return(string.Format("目标:护送<color=\"" + noticeColor + "\">{0}</color>到达<color=\"" + noticeColor + "\">{1}</color>({2})", JsonManager.GetInstance().GetMapping <NpcData>("Npcs", fen[0]).Name, fen[1], dialog.Completed ? "<color=\"#00FF00\">已到达</color>" : "<color=\"#FF0000\">未到达</color>") + (dialog.Completed ? string.Format(" (完成!{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.FightWined:
                    return(string.Format("目标:在战斗[<color=\"" + noticeColor + "\">{0}</color>]中获胜({1})", JsonManager.GetInstance().GetMapping <FightData>("Fights", dialog.StringValue).Name, dialog.Completed ? "<color=\"#00FF00\">已获胜</color>" : "<color=\"#FF0000\">未获胜</color>") + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.EventFightWined:
                    return(string.Format("目标:在野外战斗[<color=\"" + noticeColor + "\">{0}</color>]中获胜({1})", JsonManager.GetInstance().GetMapping <FightData>("Fights", dialog.StringValue).Name, dialog.Completed ? "<color=\"#00FF00\">已获胜</color>" : "<color=\"#FF0000\">未获胜</color>") + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.RecruitedThePartner:
                    RoleData role = JsonManager.GetInstance().GetMapping <RoleData>("RoleDatas", dialog.StringValue);
                    return(string.Format("结识对象:<color=\"{0}\">{1}</color>\n目标: 在<color=\"" + noticeColor + "\">{2}</color>的酒馆里与<color=\"" + noticeColor + "\">{1}</color>结识", dialog.Completed ? "#00FF00" : "#FF0000", role.Name, JsonManager.GetInstance().GetMapping <SceneData>("Scenes", role.HometownCityId).Name) + (dialog.Completed ? string.Format(" (完成!{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.SendItem:
                    return(string.Format("需要物品:<color=\"{0}\">{1}</color>\n目标: 收集到{2}个<color=\"" + noticeColor + "\">{1}</color>", dialog.Completed ? "#00FF00" : "#FF0000", JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", dialog.StringValue).Name, dialog.IntValue) + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.SendResource:
                    return(string.Format("需要资源:<color=\"{0}\">{1}</color>\n目标: 收集到{2}个<color=\"" + noticeColor + "\">{1}</color>", dialog.Completed ? "#00FF00" : "#FF0000", Statics.GetResourceName((ResourceType)Enum.Parse(typeof(ResourceType), dialog.StringValue)), dialog.IntValue) + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.UsedTheBook:
                    return(string.Format("装备秘籍:<color=\"{0}\">{1}</color>\n目标: 将秘籍<color=\"" + noticeColor + "\">{1}</color>装备上", dialog.Completed ? "#00FF00" : "#FF0000", JsonManager.GetInstance().GetMapping <BookData>("Books", dialog.StringValue).Name) + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.UsedTheSkillOneTime:
                    return(string.Format("施展招式:<color=\"{0}\">{1}</color>\n目标: 将招式<color=\"" + noticeColor + "\">{1}</color>施展一次", dialog.Completed ? "#00FF00" : "#FF0000", JsonManager.GetInstance().GetMapping <SkillData>("Skills", dialog.StringValue).Name) + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.UsedTheWeapon:
                    return(string.Format("装备兵器:<color=\"{0}\">{1}</color>\n目标: 将兵器<color=\"" + noticeColor + "\">{1}</color>装备上", dialog.Completed ? "#00FF00" : "#FF0000", JsonManager.GetInstance().GetMapping <WeaponData>("Weapons", dialog.StringValue).Name) + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.WeaponPowerPlusSuccessed:
                    return(string.Format("目标:招式施展时爆发<color=\"{0}\">{1}倍伤害</color>", dialog.Completed ? "#00FF00" : "#FF0000", dialog.IntValue == 1 ? "1.25" : dialog.IntValue == 2 ? "1.5" : "2") + (dialog.Completed ? string.Format(" (<color=\"#00FF00\">完成!</color>{0}在{1}等你回复)", npc.Name, scene.Name) : ""));

                case TaskDialogType.TheHour:
                    return(string.Format("目标:在<color=\"" + noticeColor + "\">{0}</color>时前往<color=\"" + noticeColor + "\">{1}</color>的<color=\"" + noticeColor + "\">{2}</color>找<color=\"" + noticeColor + "\">{3}</color>交谈({4})", Statics.GetTimeName(dialog.IntValue), areaName, scene.Name, npc.Name, dialog.Completed ? "<color=\"#00FF00\">时辰已到</color>" : "<color=\"#FF0000\">时辰未到</color>"));

                case TaskDialogType.PushRoleToWinshop:
                    return(string.Format("目标:前往<color=\"" + noticeColor + "\">{0}</color>的<color=\"" + noticeColor + "\">{1}</color>找<color=\"" + noticeColor + "\">{2}</color>交谈后可以结识新的侠客", areaName, scene.Name, npc.Name));

                case TaskDialogType.CreateTaskIsBindedWithEvent:
                    return(string.Format("目标:前往<color=\"" + noticeColor + "\">{0}</color>野外区域寻找线索", areaName));
                }
            }
            return(result);
        }