public IEnumerator StartMonthAnimation(StrategyMapManager LogicMng, UserPreActionPhaseResultModel userPreAction, bool isDebug) { MaterialInfo materialInfo = userPreAction.GetMonthlyBonus(); if (!materialInfo.HasPositive()) { yield break; } SetActiveAnimType(AnimType.Month); StrategyMonthWeekBonus monthBonus = MonthBonus; TurnString datetimeString = LogicMng.DatetimeString; monthBonus.SetLabels(datetimeString.Month, materialInfo); anim.Play("MonthAnimation"); int count = 0; while (anim.isPlaying && !isDebug) { count++; if (count > 100) { break; } yield return(new WaitForEndOfFrame()); } }
public IEnumerator StartWeekAnimation(StrategyMapManager LogicMng, UserPreActionPhaseResultModel userPreAction, bool isDebug) { MaterialInfo materialInfo = userPreAction.GetWeeklyBonus(); if (!materialInfo.HasPositive()) { yield break; } SetActiveAnimType(AnimType.Week); WeekBonus.SetLabelsWeek(materialInfo); anim.Play("WeekAnimation"); int count = 0; while (anim.isPlaying && !isDebug) { count++; if (count > 100) { break; } yield return(new WaitForEndOfFrame()); } }
public override string ToString() { string text = string.Format("[ユーザー事前行動フェーズ]:\n", new object[0]); MaterialInfo materialInfo = this.Resources; text += string.Format(" 資源回収:燃/弾/鋼/ボ:{0}/{1}/{2}/{3} 高速建造/高速修復/開発資材/改修資材:{4}/{5}/{6}/{7}\n", new object[] { materialInfo.Fuel, materialInfo.Ammo, materialInfo.Steel, materialInfo.Baux, materialInfo.BuildKit, materialInfo.RepairKit, materialInfo.Devkit, materialInfo.Revkit }); materialInfo = this.GetMonthlyBonus(); if (materialInfo.HasPositive()) { text += string.Format(" 月頭ボーナス:燃/弾/鋼/ボ:{0}/{1}/{2}/{3} 高速建造/高速修復/開発資材/改修資材:{4}/{5}/{6}/{7}\n", new object[] { materialInfo.Fuel, materialInfo.Ammo, materialInfo.Steel, materialInfo.Baux, materialInfo.BuildKit, materialInfo.RepairKit, materialInfo.Devkit, materialInfo.Revkit }); } materialInfo = this.GetWeeklyBonus(); if (materialInfo.HasPositive()) { text += string.Format(" 週頭ボーナス:燃/弾/鋼/ボ:{0}/{1}/{2}/{3} 高速建造/高速修復/開発資材/改修資材:{4}/{5}/{6}/{7}\n", new object[] { materialInfo.Fuel, materialInfo.Ammo, materialInfo.Steel, materialInfo.Baux, materialInfo.BuildKit, materialInfo.RepairKit, materialInfo.Devkit, materialInfo.Revkit }); } if (this.Rewards != null && this.Rewards.get_Count() > 0) { text += string.Format("[特別ボーナス] ", new object[0]); for (int i = 0; i < this.Rewards.get_Count(); i++) { text += string.Format("{0} ", this.Rewards.get_Item(i)); } } text += string.Format(" -- 移動完了した艦[", new object[0]); for (int j = 0; j < this._bling_end_ships.get_Count(); j++) { ShipModel shipModel = this._bling_end_ships.get_Item(j); text += string.Format("{0}(mst:{1},mem:{2})", shipModel.Name, shipModel.MstId, shipModel.MemId); if (j < this._bling_end_ships.get_Count() - 1) { text += ", "; } } text += "]\n"; text += string.Format(" -- 移動完了した護衛艦隊[", new object[0]); for (int k = 0; k < this._bling_end_escort_decks.get_Count(); k++) { EscortDeckModel escortDeckModel = this._bling_end_escort_decks.get_Item(k); text += string.Format("海域{0}の護衛艦隊", escortDeckModel.AreaId); if (k < this._bling_end_escort_decks.get_Count() - 1) { text += ", "; } } text += "]\n"; text += string.Format(" -- 移動完了した輸送船[", new object[0]); using (Dictionary <int, int> .KeyCollection.Enumerator enumerator = this._bling_end_tanker.get_Keys().GetEnumerator()) { while (enumerator.MoveNext()) { int current = enumerator.get_Current(); text += string.Format("海域{0}に{1}隻", current, this._bling_end_tanker.get_Item(current)); text += ", "; } } text += "]\n"; if (this.MissionResults.Length > 0) { text += "\n"; for (int l = 0; l < this.MissionResults.Length; l++) { text += string.Format("[遠征終了]:{0}\n", this.MissionResults[l]); } } return(text); }
public override string ToString() { string str = $"[ユ\u30fcザ\u30fc事前行動フェ\u30fcズ]:\n"; MaterialInfo resources = Resources; str += $" 資源回収:燃/弾/鋼/ボ:{resources.Fuel}/{resources.Ammo}/{resources.Steel}/{resources.Baux} 高速建造/高速修復/開発資材/改修資材:{resources.BuildKit}/{resources.RepairKit}/{resources.Devkit}/{resources.Revkit}\n"; resources = GetMonthlyBonus(); if (resources.HasPositive()) { str += $" 月頭ボ\u30fcナス:燃/弾/鋼/ボ:{resources.Fuel}/{resources.Ammo}/{resources.Steel}/{resources.Baux} 高速建造/高速修復/開発資材/改修資材:{resources.BuildKit}/{resources.RepairKit}/{resources.Devkit}/{resources.Revkit}\n"; } resources = GetWeeklyBonus(); if (resources.HasPositive()) { str += $" 週頭ボ\u30fcナス:燃/弾/鋼/ボ:{resources.Fuel}/{resources.Ammo}/{resources.Steel}/{resources.Baux} 高速建造/高速修復/開発資材/改修資材:{resources.BuildKit}/{resources.RepairKit}/{resources.Devkit}/{resources.Revkit}\n"; } if (Rewards != null && Rewards.Count > 0) { str += $"[特別ボ\u30fcナス] "; for (int i = 0; i < Rewards.Count; i++) { str += $"{Rewards[i]} "; } } str += $" -- 移動完了した艦["; for (int j = 0; j < _bling_end_ships.Count; j++) { ShipModel shipModel = _bling_end_ships[j]; str += $"{shipModel.Name}(mst:{shipModel.MstId},mem:{shipModel.MemId})"; if (j < _bling_end_ships.Count - 1) { str += ", "; } } str += "]\n"; str += $" -- 移動完了した護衛艦隊["; for (int k = 0; k < _bling_end_escort_decks.Count; k++) { EscortDeckModel escortDeckModel = _bling_end_escort_decks[k]; str += $"海域{escortDeckModel.AreaId}の護衛艦隊"; if (k < _bling_end_escort_decks.Count - 1) { str += ", "; } } str += "]\n"; str += $" -- 移動完了した輸送船["; foreach (int key in _bling_end_tanker.Keys) { str += $"海域{key}に{_bling_end_tanker[key]}隻"; str += ", "; } str += "]\n"; if (MissionResults.Length > 0) { str += "\n"; for (int l = 0; l < MissionResults.Length; l++) { str += $"[遠征終了]:{MissionResults[l]}\n"; } } return(str); }