コード例 #1
0
    private void SetBonusGroup(BonusGroup bonusGroup)
    {
        if (CurEdit_Bonus != null)
        {
            CurEdit_Bonus.IsEdit = false;
            CurEdit_Bonus        = null;
        }

        Cur_BonusGroup = bonusGroup;
        foreach (Bonus bonus in Cur_BonusGroup.Bonuses)
        {
            if (bonus is Bonus_UnlockCardByID)
            {
                Cur_BonusGroup.IsSingleton = true;
            }
        }

        SetBonusGroupIsAlways(Cur_BonusGroup.IsAlways.ToString(), false);
        SetBonusGroupProbability(Cur_BonusGroup.Probability.ToString(), false);
        SetBonusGroupIsSingleton(Cur_BonusGroup.IsSingleton.ToString(), false);

        foreach (Bonus bonus in Cur_BonusGroup.Bonuses)
        {
            GenerateNewBonus(bonus);
        }

        UIManager.Instance.GetBaseUIForm <LevelEditorPanel>().StartCoroutine(Co_refresh);
    }
コード例 #2
0
        private static int getCategoryCount(bool hasStemen, BonusGroup currentBonusGroup)
        {
            #region Data
            int categoryCount;
            #endregion

            #region Logic
            categoryCount = currentBonusGroup.count;
            if (hasStemen)
            {
                categoryCount += 1;
            }
            #endregion

            return(categoryCount);
        }
コード例 #3
0
    public void Initialize(BonusGroup bonusGroup, UnityAction onClickAction, HashSet <int> exceptionCardIDs, List <Bonus_BudgetLifeEnergyMixed.BudgetLifeEnergyComb> exceptionBudgetLifeEnergyComb)
    {
        Reset();

        BonusGroup = bonusGroup;
        if (BonusGroup.IsAlways)
        {
            Button.interactable = false;
            Button.enabled      = false;
            Button.onClick.RemoveAllListeners();
        }
        else
        {
            Button.interactable = true;
            Button.enabled      = true;
            Button.onClick.RemoveAllListeners();
            Button.onClick.AddListener(delegate
            {
                onClickAction();
                AudioManager.Instance.SoundPlay("sfx/OnStoryButtonClick");
            });
        }

        List <int>   newBonusCardIDs = new List <int>();
        List <Bonus> removeBonuses   = new List <Bonus>();
        List <Bonus> addBonuses      = new List <Bonus>();

        foreach (Bonus bonus in BonusGroup.Bonuses)
        {
            if (bonus is Bonus_UnlockCardByID b_id)
            {
                if (exceptionCardIDs.Contains(b_id.CardID))
                {
                    removeBonuses.Add(bonus);
                }
                else
                {
                    exceptionCardIDs.Add(b_id.CardID);
                }
            }
        }

        foreach (Bonus bonus in BonusGroup.Bonuses)
        {
            if (bonus is Bonus_UnlockCardByLevelNum b_level)
            {
                CardInfo_Base ci = AllCards.GetRandomCardInfoByLevelNum(b_level.LevelNum, exceptionCardIDs);
                removeBonuses.Add(bonus);

                if (ci != null)
                {
                    exceptionCardIDs.Add(ci.CardID);
                    newBonusCardIDs.Add(ci.CardID);
                }
            }

            if (bonus is Bonus_BudgetLifeEnergyMixed b_mixed)
            {
                Bonus_BudgetLifeEnergyMixed.BudgetLifeEnergyComb comb = b_mixed.GetBudgetLifeEnergyComb(exceptionBudgetLifeEnergyComb);

                removeBonuses.Add(bonus);

                if (comb != null)
                {
                    exceptionBudgetLifeEnergyComb.Add(comb);
                    addBonuses.AddRange(comb.GenerateBonuses());
                }
            }
        }

        foreach (Bonus b in addBonuses)
        {
            BonusGroup.Bonuses.Add(b);
        }

        foreach (int newBonusCardID in newBonusCardIDs)
        {
            exceptionCardIDs.Add(newBonusCardID);
            BonusGroup.Bonuses.Add(new Bonus_UnlockCardByID(newBonusCardID));
        }

        foreach (Bonus removeBonus in removeBonuses)
        {
            BonusGroup.Bonuses.Remove(removeBonus);
        }

        foreach (Bonus bonus in BonusGroup.Bonuses)
        {
            BonusItem_Base bi = BonusItem_Base.InstantiateBonusItem(bonus, Container);
            M_BonusItems.Add(bi);
        }

        if (M_BonusItems.Count == 1 && M_BonusItems[0] is BigBonusItem)
        {
            BigBonusItem bigBonusItem = (BigBonusItem)M_BonusItems[0];
            card = bigBonusItem.CurrentCard;
            card.BeDimColor();
            card.ShowCardBloom(false);
            BG_Image.gameObject.SetActive(false);
            BorderSelected.gameObject.SetActive(false);
            Border.gameObject.SetActive(false);
        }
    }
コード例 #4
0
ファイル: AllLevels.cs プロジェクト: Biang2016/Mech-Storm
    public static Level GetLevelFromXML(XmlNode node_levelInfo, out bool needRefresh)
    {
        needRefresh = false;
        string Name_zh = node_levelInfo.Attributes["name_zh"].Value;
        string Name_en = node_levelInfo.Attributes["name_en"].Value;
        SortedDictionary <string, string> names = new SortedDictionary <string, string> {
            { "zh", Name_zh }, { "en", Name_en }
        };
        int        picID           = int.Parse(node_levelInfo.Attributes["picID"].Value);
        LevelTypes levelType       = (LevelTypes)Enum.Parse(typeof(LevelTypes), node_levelInfo.Attributes["levelType"].Value);
        int        difficultyLevel = int.Parse(node_levelInfo.Attributes["difficultyLevel"].Value);

        switch (levelType)
        {
        case LevelTypes.Enemy:
        {
            XmlNode   node_EnemyInfo = node_levelInfo.FirstChild;
            EnemyType enemyType      = (EnemyType)Enum.Parse(typeof(EnemyType), node_EnemyInfo.Attributes["enemyType"].Value);

            BuildInfo bi = BuildInfo.GetBuildInfoFromXML(node_EnemyInfo.FirstChild, out bool _needRefresh_build, BuildCards.DefaultCardLimitNumTypes.BasedOnCardBaseInfoLimitNum);
            needRefresh |= _needRefresh_build;

            XmlNode           node_BonusGroupInfos = node_EnemyInfo.ChildNodes.Item(1);
            List <BonusGroup> BonusGroups          = new List <BonusGroup>();
            for (int i = 0; i < node_BonusGroupInfos.ChildNodes.Count; i++)
            {
                XmlNode    bonusGroupInfo = node_BonusGroupInfos.ChildNodes.Item(i);
                BonusGroup bg             = BonusGroup.GenerateBonusGroupFromXML(bonusGroupInfo, out bool _needRefresh_bonus);
                needRefresh |= _needRefresh_bonus;
                BonusGroups.Add(bg);
            }

            XmlNode      node_CardPriorityInfos = node_EnemyInfo.ChildNodes.Item(2);
            CardPriority CardPriority           = CardPriority.GenerateCardPriorityFromXML(node_CardPriorityInfos, out bool _needRefresh_priority);

            XmlNode          node_ComboListInfos = node_EnemyInfo.ChildNodes.Item(3);
            List <CardCombo> ComboList           = new List <CardCombo>();
            for (int i = 0; i < node_ComboListInfos.ChildNodes.Count; i++)
            {
                XmlNode   comboInfo = node_ComboListInfos.ChildNodes.Item(i);
                CardCombo cc        = CardCombo.GenerateCardComboFromXML(comboInfo, out bool _needRefresh_combo);
                needRefresh |= _needRefresh_combo;
                ComboList.Add(cc);
            }

            Enemy enemy = new Enemy(picID, names, difficultyLevel, bi, enemyType, BonusGroups, ComboList, CardPriority);
            return(enemy);
        }

        case LevelTypes.Shop:
        {
            XmlNode         node_ShopInfo = node_levelInfo.FirstChild;
            List <ShopItem> shopItems     = new List <ShopItem>();
            for (int i = 0; i < node_ShopInfo.ChildNodes.Count; i++)
            {
                XmlNode  node_ShopItem = node_ShopInfo.ChildNodes.Item(i);
                ShopItem si            = ShopItem.GenerateShopItemFromXML(node_ShopItem, out bool _needRefresh_shop);
                needRefresh |= _needRefresh_shop;
                if (si != null)
                {
                    shopItems.Add(si);
                }
            }

            int shopItemCardCount   = int.Parse(node_ShopInfo.Attributes["shopItemCardCount"].Value);
            int shopItemOthersCount = int.Parse(node_ShopInfo.Attributes["shopItemOthersCount"].Value);

            Shop shop = new Shop(picID, names, difficultyLevel, shopItems, shopItemCardCount, shopItemOthersCount);
            return(shop);
        }
        }

        return(null);
    }
コード例 #5
0
ファイル: Level.cs プロジェクト: Biang2016/Mech-Storm
    public static Level BaseDeserialize(DataStream reader)
    {
        LevelTypes levelType      = (LevelTypes)reader.ReadSInt32();
        int        levelID        = reader.ReadSInt32();
        int        levelPicID     = reader.ReadSInt32();
        int        levelNameCount = reader.ReadSInt32();
        SortedDictionary <string, string> LevelNames = new SortedDictionary <string, string>();

        for (int i = 0; i < levelNameCount; i++)
        {
            string ls    = reader.ReadString8();
            string value = reader.ReadString8();
            LevelNames[ls] = value;
        }

        int difficultyLevel = reader.ReadSInt32();

        Level res = null;

        switch (levelType)
        {
        case LevelTypes.Enemy:
        {
            BuildInfo         BuildInfo   = BuildInfo.Deserialize(reader);
            EnemyType         EnemyType   = (EnemyType)(reader.ReadSInt32());
            int               bonusCount  = reader.ReadSInt32();
            List <BonusGroup> BonusGroups = new List <BonusGroup>();
            for (int i = 0; i < bonusCount; i++)
            {
                BonusGroups.Add(BonusGroup.Deserialize(reader));
            }

            CardPriority cp = CardPriority.Deserialize(reader);

            int cardComboCount             = reader.ReadSInt32();
            List <CardCombo> cardComboList = new List <CardCombo>();
            for (int i = 0; i < cardComboCount; i++)
            {
                cardComboList.Add(CardCombo.Deserialize(reader));
            }

            res = new Enemy(levelPicID, LevelNames, difficultyLevel, BuildInfo, EnemyType, BonusGroups, cardComboList, cp);
            break;
        }

        case LevelTypes.Shop:
        {
            int             count     = reader.ReadSInt32();
            List <ShopItem> shopItems = new List <ShopItem>();
            for (int i = 0; i < count; i++)
            {
                ShopItem si = ShopItem.Deserialize(reader);
                shopItems.Add(si);
            }

            int shopItemCardCount   = reader.ReadSInt32();
            int shopItemOthersCount = reader.ReadSInt32();

            res = new Shop(levelPicID, LevelNames, difficultyLevel, shopItems, shopItemCardCount, shopItemOthersCount);
            break;
        }
        }

        res.LevelID = levelID;
        return(res);
    }
コード例 #6
0
    public void Initialize(BonusGroup bonusGroup, IEnumerator co_refresh, UnityAction deleteAction, UnityAction clearAction, UnityAction onEditAction, UnityAction <bool, int, int, LevelEditorPanel.SelectCardContents> onStartSelectCard)
    {
        Clear();
        Co_refresh = co_refresh;
        DeleteButton.onClick.RemoveAllListeners();
        DeleteButton.onClick.AddListener(deleteAction);
        ClearButton.onClick.RemoveAllListeners();
        ClearButton.onClick.AddListener(clearAction);
        OnEditAction      = onEditAction;
        OnStartSelectCard = onStartSelectCard;
        AddButton.onClick.RemoveAllListeners();
        AddButton.onClick.AddListener(delegate
        {
            LevelPropertyForm_BonusTypeDropdown btd = GameObjectPoolManager.Instance.PoolDict[GameObjectPoolManager.PrefabNames.LevelPropertyForm_BonusTypeDropdown].AllocateGameObject <LevelPropertyForm_BonusTypeDropdown>(BonusContainer);
            btd.Initialize(onDeleteButtonClick: delegate
            {
                My_BonusGroupPropertyForm_BonusTypeDropdown.Remove(btd);
                btd.PoolRecycle();
                Refresh();
            },
                           onAddBonusType : delegate(Bonus.BonusTypes type)
            {
                My_BonusGroupPropertyForm_BonusTypeDropdown.Remove(btd);
                btd.PoolRecycle();
                Bonus bonus = null;
                switch (type)
                {
                case Bonus.BonusTypes.UnlockCardByID:
                    {
                        bonus = new Bonus_UnlockCardByID((int)AllCards.EmptyCardTypes.EmptyCard);
                        break;
                    }

                case Bonus.BonusTypes.UnlockCardByLevelNum:
                    {
                        bonus = new Bonus_UnlockCardByLevelNum(1);
                        break;
                    }

                case Bonus.BonusTypes.Budget:
                    {
                        bonus = new Bonus_Budget(25);
                        break;
                    }

                case Bonus.BonusTypes.BudgetLifeEnergyMixed:
                    {
                        bonus = new Bonus_BudgetLifeEnergyMixed(150);
                        break;
                    }

                case Bonus.BonusTypes.LifeUpperLimit:
                    {
                        bonus = new Bonus_LifeUpperLimit(2);
                        break;
                    }

                case Bonus.BonusTypes.EnergyUpperLimit:
                    {
                        bonus = new Bonus_EnergyUpperLimit(2);
                        break;
                    }
                }

                Cur_BonusGroup.Bonuses.Add(bonus);
                Refresh();
            });
            My_BonusGroupPropertyForm_BonusTypeDropdown.Add(btd);
        });

        SetBonusGroup(bonusGroup);
    }
コード例 #7
0
 private static int getCategoryCount(int stemenCount, BonusGroup currentBonusGroup) =>
 currentBonusGroup.count + stemenCount;
コード例 #8
0
 public BonusGroupRequest(int clientId, BonusGroup bonusGroup) : base(clientId)
 {
     BonusGroup = bonusGroup;
 }
コード例 #9
0
 public override void Deserialize(DataStream reader)
 {
     base.Deserialize(reader);
     BonusGroup = BonusGroup.Deserialize(reader);
 }