コード例 #1
0
    public Model_Mission GetMission(int missionMagicId)
    {
        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(missionMagicId);
        int stageId   = DataMission.GetStageId(missionMagicId);
        int missionId = DataMission.GetMissionId(missionMagicId);

        return(GetMission(difficulty, stageId, missionId));
    }
コード例 #2
0
    public void TryUnlockNextMission(int battleMissionId)
    {
        /*
         * if (battleMissionId == 0) {
         *      return TryUnlockFirstMission ();
         * }
         */



        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(battleMissionId);

        Model_Mission lastUnlockMission = GetLastUnlockMission(difficulty, 1);
        int           stageId           = lastUnlockMission.stageId;
        int           missionId         = lastUnlockMission.missionId;

        Campaign campaign = GetCampaign(difficulty, stageId);

        if (campaign.list.Count == missionId)
        {
            //it is last mission in campaign

            Chapters chapters = GetChapters(difficulty);
            if (stageId < chapters.list.Count)
            {
                if (difficulty == DataConfig.MISSION_DIFFICULTY.NORMAL)
                {
                    Campaign      nextCampaign = GetCampaign(difficulty, stageId + 1);
                    Model_Mission nextMission  = nextCampaign.list [0];
                    if (CheckMissionUnlock(nextMission))
                    {
                        nextMission.actived = true;
                    }
                }


//				return nextMission.referenceMission.magicId;
            }
        }
        else
        {
            int           nextMissionIndex = missionId;
            Model_Mission nextMission      = campaign.list[nextMissionIndex];
            if (CheckMissionUnlock(nextMission))
            {
                nextMission.actived = true;
            }
//			return nextMission.magicId;
        }

        if (difficulty == DataConfig.MISSION_DIFFICULTY.NORMAL)
        {
            TryUnlockEliteFirstMission(battleMissionId);
        }
    }
コード例 #3
0
    public bool IsMissionUnlock(int magicId)
    {
        int stageId = DataMission.GetStageId(magicId);

        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(magicId);
        int missionId = DataMission.GetMissionId(magicId);

        Model_Mission model_Mission = GetMission(difficulty, stageId, missionId);
        bool          isUnlcok      = model_Mission.actived;

        return(isUnlcok);
    }
コード例 #4
0
ファイル: MissionPanel.cs プロジェクト: fchsg/UnityBattleTank
    //  更新Mission列表
    public void UpdateMissionList()
    {
        List <Model_Mission> model_missions;

        Model_User model_User = InstancePlayer.instance.model_User;

        Model_Level model_level = InstancePlayer.instance.model_User.model_level;

        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(_missionMagicId);
        int stageId = DataMission.GetStageId(_missionMagicId);

        Model_Level.Campaign campaign = model_level.GetCampaign(difficulty, stageId);
        model_missions = campaign.list;

        int n = model_missions.Count;
        int currentSelectId = 0;

        GameObject cell_prefab = Resources.Load(MISSION_CELL_PATH) as GameObject;

        for (int i = 0; i < n; ++i)
        {
            GameObject cell = NGUITools.AddChild(grid_Mission.gameObject, cell_prefab);
            grid_Mission.AddChild(cell.transform);
            cell.name = UIHelper.GetItemSuffix(i);

            Model_Mission model_Mission = model_missions [i];

            MissionCellUI cellUI = cell.GetComponent <MissionCellUI> ();
            cellUI.missionDetialUI = missionDetialUI;
            cellUI.missionPanel    = this;

            cellUI.isUnlock = model_Mission.actived;

            //  当前关卡选中项
            if (_missionMagicId == model_Mission.magicId)
            {
                cellUI.isSelected = true;
            }

            // Boss
            if (i == n - 1)
            {
                cellUI.isBoss = true;
            }

            cellUI.UpdateUI(model_Mission);
            mission_cell_list.Add(cellUI);
        }

        grid_Mission.animateSmoothly = false;
        grid_Mission.repositionNow   = true;
    }
コード例 #5
0
    public void UpdateUI(Model_Mission model_Mission)
    {
        _model_Mission = model_Mission;

        int         magicId     = model_Mission.magicId;
        DataMission dataMission = DataManager.instance.dataMissionGroup.GetMission(magicId);
        int         power       = InstancePlayer.instance.model_User.model_Formation.CalcPower();

        if (dataMission != null)
        {
            Mission_Name_Label.text = dataMission.name;

            int fightNum = 0;
            if (model_Mission.difficulty == DataConfig.MISSION_DIFFICULTY.NORMAL)
            {
                fightNum = Model_Mission.FIGHT_NUM_NORMAL;
            }
            else
            {
                fightNum = Model_Mission.FIGHT_NUM_ELITE;
            }

            total_fight_num = fightNum;

            left_fight_num = model_Mission.remainFightNum;

            Left_Count.text = model_Mission.remainFightNum + "/" + fightNum;

            Recommend_Power.text = dataMission.evaluate + "";
            Need_Energy.text     = dataMission.EnergyCost + "";
            Current_Power.text   = power + "";

            Honor_Label.text = dataMission.honor + "";
            Exp_Label.text   = dataMission.exp + "";

            // 更新可掉落Item
            UpdateItem(dataMission.itemsId);
        }


        int stageId = DataMission.GetStageId(magicId);

        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(magicId);
        int allStarCount = InstancePlayer.instance.model_User.model_level.GetAllMissionsStar(difficulty, stageId);

        Star_Label.text   = allStarCount + "";
        Energy_Label.text = power + "";


        // 更新星级
        UpdateStar(_model_Mission.starCount);
    }
コード例 #6
0
    /*
     * public Model_Mission(DataConfig.MISSION_DIFFICULTY difficulty, int stageId, int missionId)
     * {
     *      magicId = (int)(difficulty + 1) * 10000 + stageId * 100 + missionId;
     *
     *      this.difficulty = difficulty;
     *      this.stageId = stageId;
     *      this.missionId = missionId;
     *
     *      InitRemainFightNum ();
     * }
     */

    public Model_Mission(int magicId)
    {
        this.magicId = magicId;

        difficulty = DataMission.GetDifficulty(magicId);
        stageId    = DataMission.GetStageId(magicId);
        missionId  = DataMission.GetMissionId(magicId);

        InitRemainFightNum();

        _referenceMission = DataManager.instance.dataMissionGroup.GetMission(magicId);
        Assert.assert(_referenceMission != null);
    }
コード例 #7
0
    public void TryUnlockEliteFirstMission(int battleMissionId)
    {
        Assert.assert(DataMission.GetDifficulty(battleMissionId) == DataConfig.MISSION_DIFFICULTY.NORMAL);

        DataConfig.MISSION_DIFFICULTY difficulty = DataConfig.MISSION_DIFFICULTY.ELITE;
        int stageId   = DataMission.GetStageId(battleMissionId);
        int missionId = DataMission.GetMissionId(battleMissionId);

        Campaign campaign = GetCampaign(difficulty, stageId);

        if (campaign.list.Count == missionId)
        {
            Model_Mission mission = GetMission(difficulty, stageId, 1);
            mission.actived = true;
        }
    }
コード例 #8
0
    public void UpdatePageUI(int missionMagicId)
    {
        FreeMapControl();

        DataConfig.MISSION_DIFFICULTY difficulty = DataMission.GetDifficulty(missionMagicId);
        int stageId   = DataMission.GetStageId(missionMagicId);
        int missionId = DataMission.GetMissionId(missionMagicId);

        // TODO 强制战役背景资源 ID 为1
//		stageId = 1;

        DataMissionGroup.DataCampaign campaign = DataManager.instance.dataMissionGroup.GetCampaign(difficulty, stageId);
        mapControl = new CampaignMapControl(campaign, missionId - 1);

        int tileIndex = missionId - 1;

        if (tileIndex >= 0)
        {
            mapControl.SelectTile(tileIndex);
        }
    }
コード例 #9
0
ファイル: UIDataStatus.cs プロジェクト: fchsg/UnityBattleTank
 public void UpdateSelectedMission(int selectedMagicId)
 {
     _missionSelection.difficulty = DataMission.GetDifficulty(selectedMagicId);
 }