public PlayerInfoModel(uint id, float elapsedTime, Currency currency, ArrangementItemAmount arrangementItemAmount) { this.Id = id; this.ElapsedTime = elapsedTime; this.Currency = currency; this.ArrangementItemAmount = arrangementItemAmount; }
public void Execute(ArrangementItemAmount arrangementItemAmount) { var playerInfoModel = this.playerInfoRepository.GetOwn(); playerInfoModel.UpdateArrangementItemAmount(arrangementItemAmount); this.playerInfoRepository.Store(playerInfoModel); }
public ArrangementResourceAmount(Currency currency, ArrangementItemAmount arrangementItemAmount, ArrangementCount arrangementCount, MouseOrderAmount mouseOrderAmount) { this.currency = currency; this.arrangementItemAmount = arrangementItemAmount; this.arrangementCount = arrangementCount; this.mouseOrderAmount = mouseOrderAmount; }
public void UpdateCell(string name, Currency free, ArrangementItemAmount amount, long appearCount, long appearMaxCount, bool isLock) { this.monoName.text = name; this.makingFree.text = free.ToString(); this.makingAmount.text = amount.ToString(); this.appearCount.text = appearCount.ToString(); this.appearMaxCount.text = appearMaxCount.ToString(); this.releaseLock.gameObject.SetActive(isLock); }
public void PlayEarnItemEffect(ArrangementItemAmount item, Vector3 position) { var effectPrefab = ResourceLoader.LoadPrefab("UI/earn_effect"); var screenPoint = camera.WorldToScreenPoint(position); var instance = Object.Appear2D(effectPrefab, root, screenPoint); var text = instance.GetComponent <Text> (); text.text = item.Value.ToString() + "個獲得"; }
public MousePurchaceTableModel( uint id, long currencyCost, long itemCost ) { this.Id = id; this.CurrencyCost = new Currency(currencyCost); this.ItemConst = new ArrangementItemAmount(itemCost); }
public void UpdateArrangementItemAmount(ArrangementItemAmount arrangementItemAmount) { this.ArrangementItemAmount = arrangementItemAmount; }
public MousePurchaseResourceAmount(Currency currency, ArrangementItemAmount arrangementItemAmount) { this.currency = currency; this.arrangementItemAmount = arrangementItemAmount; }