Esempio n. 1
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        public override void Show()
        {
            BasePlayerCharacterEntity owningCharacter = BasePlayerCharacterController.OwningCharacter;
            SocialSystemSetting       systemSetting   = GameInstance.Singleton.SocialSystemSetting;

            if (textRequireGold != null)
            {
                int currentAmount = 0;
                if (owningCharacter != null)
                {
                    currentAmount = owningCharacter.Gold;
                }
                textRequireGold.text = string.Format(
                    LanguageManager.GetText(formatKeyRequireGold),
                    currentAmount,
                    systemSetting.CreateGuildRequiredGold.ToString("N0"));
            }

            if (uiRequireItems != null)
            {
                uiRequireItems.showAsRequirement = true;
                uiRequireItems.Data = systemSetting.CacheCreateGuildRequireItems;
            }

            base.Show();
        }
 public override void DecreaseCurrenciesWhenCreateGuild(IPlayerCharacterData character, SocialSystemSetting setting)
 {
     character.Gold -= setting.CreateGuildRequiredGold;
 }
 public override bool CurrenciesEnoughToCreateGuild(IPlayerCharacterData character, SocialSystemSetting setting)
 {
     return(character.Gold >= setting.CreateGuildRequiredGold);
 }
Esempio n. 4
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 public abstract void DecreaseCurrenciesWhenCreateGuild(IPlayerCharacterData character, SocialSystemSetting setting);
Esempio n. 5
0
 public abstract bool CurrenciesEnoughToCreateGuild(IPlayerCharacterData character, SocialSystemSetting setting);