/// <summary> /// フィルタの選択状態をチェック /// </summary> /// <param name="rarityType"></param> /// <returns></returns> bool CheckSelectFilter(MasterDataDefineLabel.RarityType rarityType, LocalSaveSortInfo sortInfo) { if (sortInfo == null) { return(false); } if (sortInfo.m_FilterRares == null || sortInfo.m_FilterRares.Length == 0) { return(false); } return(Array.IndexOf(sortInfo.m_FilterRares, (int)rarityType) >= 0); }
//---------------------------------------------------------------------------- /*! * @brief レア度->レア度ゲームテキストキー * @param[in] int (rare) レア度 * @return string [対応したゲームテキストキー] */ //---------------------------------------------------------------------------- static public string GetRareToTextKey(MasterDataDefineLabel.RarityType rare) { string strRareMsgKey = "RR_01"; switch (rare) { case MasterDataDefineLabel.RarityType.STAR_1: strRareMsgKey = "RR_01"; break; case MasterDataDefineLabel.RarityType.STAR_2: strRareMsgKey = "RR_02"; break; case MasterDataDefineLabel.RarityType.STAR_3: strRareMsgKey = "RR_03"; break; case MasterDataDefineLabel.RarityType.STAR_4: strRareMsgKey = "RR_04"; break; case MasterDataDefineLabel.RarityType.STAR_5: strRareMsgKey = "RR_05"; break; case MasterDataDefineLabel.RarityType.STAR_6: strRareMsgKey = "RR_06"; break; case MasterDataDefineLabel.RarityType.STAR_7: strRareMsgKey = "RR_07"; break; default: Debug.LogError("Unit Kind Error!: rare:" + rare); break; } return(strRareMsgKey); }
/// <summary> /// ソートのレア度テキストを取得 /// </summary> /// <param name="rareType"></param> /// <returns></returns> public static string GetSortDialogRareText(MasterDataDefineLabel.RarityType rareType) { string textKey = ""; switch (rareType) { case MasterDataDefineLabel.RarityType.STAR_1: textKey = "filter_text21"; break; case MasterDataDefineLabel.RarityType.STAR_2: textKey = "filter_text22"; break; case MasterDataDefineLabel.RarityType.STAR_3: textKey = "filter_text23"; break; case MasterDataDefineLabel.RarityType.STAR_4: textKey = "filter_text24"; break; case MasterDataDefineLabel.RarityType.STAR_5: textKey = "filter_text25"; break; case MasterDataDefineLabel.RarityType.STAR_6: textKey = "filter_text26"; break; case MasterDataDefineLabel.RarityType.STAR_7: textKey = "filter_text27"; break; } return(GameTextUtil.GetText(textKey)); }
//---------------------------------------------------------------------------- /*! * @brief ゲーム中入手ユニット操作:レア毎数取得 * @return int [取得ユニットレア毎数] */ //---------------------------------------------------------------------------- public int GetAcquireUnitRare(MasterDataDefineLabel.RarityType rare) { return(m_AcquireUnitRareNum[(int)rare]); }
// ドロップアイテムを表示 public void showDropObject(int enemy_index, MasterDataDefineLabel.RarityType rarity, bool is_show_plus, bool is_ticket, bool is_coin) { if (m_DropUnitPrefab != null) { if (m_DropUnitObjects[enemy_index] != null) { GameObject.Destroy(m_DropUnitObjects[enemy_index]); m_DropUnitObjects[enemy_index] = null; } GameObject drop_unit_object = GameObject.Instantiate(m_DropUnitPrefab); m_DropUnitObjects[enemy_index] = drop_unit_object; drop_unit_object.transform.SetParent(getEnemyHpGaugeTransform(enemy_index), false); drop_unit_object.transform.SetParent(transform, true); // レアリティ選択(とりあえず階層・名前決め打ちで設定) string mesh_name; if (is_ticket) { mesh_name = "Ticket"; } else if (is_coin) { mesh_name = "Coin"; } else { string[] mesh_names = new string[(int)MasterDataDefineLabel.RarityType.MAX] { "LV1", "LV2", "LV3", "LV4", "LV5", "LV6", "LV7" }; mesh_name = mesh_names[(int)rarity]; } Transform mesh_trans_base = drop_unit_object.transform.GetChild(0).GetChild(0); mesh_trans_base = mesh_trans_base.Find(mesh_name); if (mesh_trans_base != null) { mesh_trans_base.gameObject.SetActive(true); } // プラス表示(とりあえず階層・名前決め打ちで設定) if (is_show_plus) { Transform plus_trans = drop_unit_object.transform.GetChild(0).Find("plus"); if (plus_trans != null) { plus_trans.gameObject.SetActive(true); } } // 駒エフェクトを表示 if (EffectManager.Instance != null) { EffectManager.Instance.playEffect(SceneObjReferGameMain.Instance.m_EffectPrefab.m_2DUnitDrop, new Vector3(0.0f, 0.5f, -1.0f), Vector3.zero, drop_unit_object.transform, null, 128.0f * 2.0f, BattleLogic.EFFECT_HANDLE_UNIT_DROP); } SoundUtil.PlaySE(SEID.SE_INGAME_PANEL_MEKURI_SPECIAL); } }