コード例 #1
0
        public void BuildingDestroyedInPvP(LogicBuildingData buildingData)
        {
            LogicDataTable    table        = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);
            LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();

            for (int i = 0; i < table.GetItemCount(); i++)
            {
                LogicAchievementData data = (LogicAchievementData)table.GetItemAt(i);

                if (data.GetActionType() == LogicAchievementData.ACTION_TYPE_DESTROY && data.GetBuildingData() == buildingData)
                {
                    this.RefreshAchievementProgress(playerAvatar, data, playerAvatar.GetAchievementProgress(data) + 1);
                }
            }
        }
コード例 #2
0
        public void RefreshStatus()
        {
            if (this.m_level.GetState() == 1)
            {
                LogicClientAvatar playerAvatar = this.m_level.GetPlayerAvatar();
                LogicDataTable    dataTable    = LogicDataTables.GetTable(LogicDataType.ACHIEVEMENT);

                for (int i = 0, progress = 0; i < dataTable.GetItemCount(); i++, progress = 0)
                {
                    LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                    switch (achievementData.GetActionType())
                    {
                    case LogicAchievementData.ACTION_TYPE_NPC_STARS:
                        progress = playerAvatar.GetTotalNpcStars();
                        break;

                    case LogicAchievementData.ACTION_TYPE_UPGRADE:
                        progress = this.m_level.GetGameObjectManager().GetHighestBuildingLevel(achievementData.GetBuildingData()) + 1;
                        break;

                    case LogicAchievementData.ACTION_TYPE_VICTORY_POINTS:
                        progress = playerAvatar.GetScore();
                        break;

                    case LogicAchievementData.ACTION_TYPE_UNIT_UNLOCK:
                        progress = achievementData.GetCharacterData()
                                   .IsUnlockedForBarrackLevel(
                            LogicMath.Max(this.m_level.GetComponentManagerAt(achievementData.GetVillageType()).GetMaxBarrackLevel(), 0))
                                ? 1
                                : 0;
                        break;

                    case LogicAchievementData.ACTION_TYPE_LEAGUE:
                        progress = playerAvatar.GetLeagueType();
                        break;

                    case LogicAchievementData.ACTION_TYPE_ACCOUNT_BOUND:
                        progress = playerAvatar.IsAccountBound() ? 1 : 0;
                        break;

                    case LogicAchievementData.ACTION_TYPE_VERSUS_BATTLE_TROPHIES:
                        progress = playerAvatar.GetDuelScore();
                        break;

                    case LogicAchievementData.ACTION_TYPE_GEAR_UP:
                        progress = this.m_level.GetGameObjectManager().GetGearUpBuildingCount();
                        break;

                    case LogicAchievementData.ACTION_TYPE_REPAIR_BUILDING:
                        LogicArrayList <LogicAchievementData> achievementLevels = achievementData.GetAchievementLevels();

                        if (achievementLevels.Size() > 0)
                        {
                            for (int j = 0; j < achievementLevels.Size(); j++)
                            {
                                if (!this.IsBuildingUnlocked(achievementLevels[j].GetBuildingData()))
                                {
                                    break;
                                }

                                if (achievementLevels[j] == achievementData)
                                {
                                    progress = 1;
                                    break;
                                }
                            }
                        }

                        break;
                    }

                    this.RefreshAchievementProgress(playerAvatar, achievementData, progress);
                }
            }
        }
コード例 #3
0
        /// <summary>
        ///     Refreshes status of all achievements.
        /// </summary>
        public void RefreshStatus()
        {
            if (this._level.GetState() == 1)
            {
                LogicClientAvatar playerAvatar = this._level.GetPlayerAvatar();
                LogicDataTable    dataTable    = LogicDataTables.GetTable(22);

                for (int i = 0, progress = 0; i < dataTable.GetItemCount(); i++, progress = 0)
                {
                    LogicAchievementData achievementData = (LogicAchievementData)dataTable.GetItemAt(i);

                    switch (achievementData.GetActionType())
                    {
                    case 0:
                        progress = playerAvatar.GetTotalNpcStars();
                        break;

                    case 1:
                        progress = this._level.GetGameObjectManager().GetHighestBuildingLevel(achievementData.GetBuildingData()) + 1;
                        break;

                    case 2:
                        progress = playerAvatar.GetScore();
                        break;

                    case 3:
                        progress = achievementData.GetCharacterData().IsUnlockedForBarrackLevel(LogicMath.Max(this._level.GetComponentManagerAt(achievementData.GetVillageType()).GetMaxBarrackLevel(), 0)) ? 1 : 0;
                        break;

                    case 12:
                        progress = playerAvatar.GetLeagueType();
                        break;

                    case 16:
                        progress = playerAvatar.IsAccountBound() ? 1 : 0;
                        break;

                    case 17:
                        progress = playerAvatar.GetDuelScore();
                        break;

                    case 18:
                        progress = this._level.GetGameObjectManager().GetGearUpBuildingCount();
                        break;

                    case 19:
                        LogicArrayList <LogicAchievementData> achievementLevels = achievementData.GetAchievementLevels();

                        if (achievementLevels.Count <= 0)
                        {
                            break;
                        }

                        for (int j = 0; j < achievementLevels.Count; j++)
                        {
                            if (!this._level.IsBuildingUnlocked(achievementLevels[j].GetBuildingData()))
                            {
                                goto refresh;
                            }
                        }

                        progress = 1;

                        break;
                    }

refresh:
                    this.RefreshAchievementProgress(playerAvatar, achievementData, progress);
                }
            }
        }