コード例 #1
0
        /// <summary>
        /// 任务状态改变
        /// </summary>
        /// <param name="msg"></param>
        private void OnTaskStatusChanged(object msg)
        {
            SCTaskStatusChangeNotice message = msg as SCTaskStatusChangeNotice;
            TaskBase task = this.m_playerTaskSet.GetTaskById(message.PlayerTaskId);

            if (task != null)
            {
                //TODO:防止任务状态同步消息,未按指定顺序到达。完成的任务,不能在重置为进行中。
                task.TaskCurrentStatus = message.Status > (int)(task.TaskCurrentStatus) ? (TaskStatus)message.Status : task.TaskCurrentStatus;

                if (task.TaskCurrentStatus == TaskStatus.REWARDED)
                {
                    Dictionary <UBSParamKeyName, object> _param = new Dictionary <UBSParamKeyName, object>();
                    _param.Add(UBSParamKeyName.ContentID, task.TaskConfID);
                    UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.get_task_reward, null, _param);

                    this.m_currentTaskList.Remove(task);
                    GameEvents.TaskEvents.OnReceiveTask.SafeInvoke(task);
                    BigWorldManager.Instance.OnBigWorldCanUnLock(task.TaskConfID);
                }
                else if (task.TaskCurrentStatus == TaskStatus.PROGRESSING)
                {
                    OnSyncTaskProgress(message.TaskInfo);
                }
                else if (task.TaskCurrentStatus == TaskStatus.COMPLETED)
                {
                    FindObjSceneDataManager.RemoveSceneIDForTask(task.TaskConfID);
                }


                GameEvents.TaskEvents.OnSyncedTaskList.SafeInvoke(this.m_currentTaskList.Count);
            }
        }
コード例 #2
0
 public FindObjSceneData(long group_scene_id_, int lvl_, int exp_)
 {
     m_scene_group_id = group_scene_id_;
     m_lvl            = lvl_;
     m_exp            = exp_;
     m_full_exp       = FindObjSceneDataManager.GetFullExp(m_scene_group_id, m_lvl).GetValueOrDefault();
 }
コード例 #3
0
        public void RefreshLvl(int lvl_)
        {
            if (m_lvl != lvl_)
            {
                //更新full exp
                m_lvl = lvl_;

                m_full_exp = FindObjSceneDataManager.GetFullExp(m_scene_group_id, m_lvl).GetValueOrDefault();
            }
        }
コード例 #4
0
        void BuildTopCreateSceneByDifficult(long build_top_scene_group_id_)
        {
            long scene_id = FindObjSceneDataManager.LoadSceneIDForBuildTop(build_top_scene_group_id_);

            var temp_group_data = FindObjSceneDataManager.Instance.GetDataBySceneGroupID(build_top_scene_group_id_);

            if (null != temp_group_data)
            {
                m_group_data = temp_group_data;
            }

            if (scene_id < 0)
            {
                long   scene_difficult_id = FindObjSceneDataManager.GetSceneDifficultID(build_top_scene_group_id_, m_group_data.m_lvl);
                long[] sceneid4random     = ConfSceneDifficulty.Get(scene_difficult_id).sceneIds;
                int[]  weights4random     = ConfSceneDifficulty.Get(scene_difficult_id).sceneWeights;

                List <RateScene> scenes4rdm = new List <RateScene>();
                for (int i = 0; i < sceneid4random.Length; ++i)
                {
                    RateScene rs = new RateScene()
                    {
                        SceneID = sceneid4random[i],
                        Rate    = weights4random[i],
                    };
                    scenes4rdm.Add(rs);
                }

                int idx = randomGetIdex(scenes4rdm);

                if (idx >= 0)
                {
                    RateScene selected_scene = scenes4rdm[idx];
                    scene_id = selected_scene.SceneID;
                    FindObjSceneDataManager.SaveSceneIDForBuildTop(build_top_scene_group_id_, scene_id);
                }
            }

            if (scene_id > 0)
            {
                this.m_scene_id   = scene_id;
                m_s_info          = ConfScene.Get(m_scene_id);
                m_time_cost_value = m_s_info.secondGain;
                m_vit_cost_value  = m_s_info.vitConsume;
            }
            else
            {
                m_s_info          = null;
                m_time_cost_value = 0;
                m_vit_cost_value  = 0;
            }
        }
コード例 #5
0
        /// <summary>
        /// 同步任务详细数据
        /// </summary>
        /// <param name="message"></param>
        private void OnSyncTaskProgress(object message)
        {
            SCTaskListResponse msg = message as SCTaskListResponse;

            HashSet <long> currentProgressingTaskIDs = new HashSet <long>();

            for (int i = 0; i < msg.TaskInfos.Count; ++i)
            {
                long taskUUID = msg.TaskInfos[i].PlayerTaskId;

                TaskBase task = this.m_playerTaskSet.GetTaskById(taskUUID);
                if (task != null)
                {
                    task.SyncTaskInfo(msg.TaskInfos[i]);

                    if (task.TaskCurrentStatus == TaskStatus.PROGRESSING || task.TaskCurrentStatus == TaskStatus.COMPLETED)
                    {
                        if (task.TaskCurrentStatus == TaskStatus.PROGRESSING)
                        {
                            currentProgressingTaskIDs.Add(task.TaskConfID);
                        }

                        if (!this.m_currentTaskList.Contains(task))
                        {
                            this.m_currentTaskList.Add(task);
                        }
                    }
                }
            }

            if (currentProgressingTaskIDs.Count > 0)
            {
                FindObjSceneDataManager.RefreshSceneIDsForTasks(currentProgressingTaskIDs);
            }

            if (this.m_currentTaskList.Count > 0)
            {
                GameEvents.TaskEvents.OnSyncedTaskList.SafeInvoke(this.m_currentTaskList.Count);
            }
        }
コード例 #6
0
        public void Refresh(WinFailData data_)
        {
            if (ENUM_SEARCH_MODE.E_SEARCH_ROOM == data_.m_mode)
            {
                SCSceneRewardResponse msg = data_.m_msg as SCSceneRewardResponse;
                long m_scene_group_id     = FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(msg.SceneId);
                var  m_group_data         = new FindObjSceneData(m_scene_group_id, 1, 0);

                var temp_data = FindObjSceneDataManager.Instance.GetDataBySceneGroupID(m_scene_group_id);
                if (null != temp_data)
                {
                    m_group_data = temp_data;
                }

                long scene_difficult_id            = FindObjSceneDataManager.GetSceneDifficultID(m_scene_group_id, m_group_data.m_lvl);
                ConfSceneDifficulty difficult_data = ConfSceneDifficulty.Get(scene_difficult_id);
                m_lvl_icon.Sprite      = ConfPoliceRankIcon.Get(m_group_data.m_lvl).icon;
                m_lvl_name.Text        = LocalizeModule.Instance.GetString(difficult_data.name);
                m_lvl_exp_slider.Value = (float)m_group_data.m_exp / (float)m_group_data.m_full_exp;
                m_lvl_exp_txt.Text     = $"{m_group_data.m_exp}/{m_group_data.m_full_exp}";
            }
        }
コード例 #7
0
        void TaskCreateSceneByDifficult(long tsk_id_)
        {
            long scene_id = FindObjSceneDataManager.LoadSceneIDForTask(tsk_id_);

            if (scene_id < 0)
            {
                long   scene_difficult_id = FindObjSceneDataManager.GetSceneDifficultID(m_scene_group_id, m_group_data.m_lvl);
                long[] sceneid4random     = ConfSceneDifficulty.Get(scene_difficult_id).sceneIds;
                int[]  weights4random     = ConfSceneDifficulty.Get(scene_difficult_id).sceneWeights;

                FindObjSceneData my_difficult_data = FindObjSceneDataManager.Instance.GetDataBySceneGroupID(m_scene_group_id);
                int?my_difficult_lvl = my_difficult_data?.m_lvl;
                int?my_difficult_exp = my_difficult_data?.m_exp;

                if ((1 == my_difficult_lvl || 0 == my_difficult_lvl) && 0 == my_difficult_exp)
                {
                    //首次使用普通玩法
                    scene_id = sceneid4random[0];
                }
                else
                {
                    //二次随机
                    List <RateScene> scenes4rdm = new List <RateScene>();
                    for (int i = 0; i < sceneid4random.Length; ++i)
                    {
                        RateScene rs = new RateScene()
                        {
                            SceneID = sceneid4random[i],
                            Rate    = weights4random[i],
                        };
                        scenes4rdm.Add(rs);
                    }

                    int idx = randomGetIdex(scenes4rdm);

                    if (idx >= 0)
                    {
                        RateScene selected_scene = scenes4rdm[idx];
                        scene_id = selected_scene.SceneID;

                        FindObjSceneDataManager.SaveSceneIDForTask(tsk_id_, scene_id);

                        if (1 == ConfTask.Get(tsk_id_).type)
                        {
                            //主线任务,影响bulid top的场景id
                            FindObjSceneDataManager.SaveSceneIDForBuildTop(FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(scene_id), scene_id);
                        }
                    }
                }
            }

            if (scene_id > 0)
            {
                this.m_scene_id   = scene_id;
                m_s_info          = ConfScene.Get(m_scene_id);
                m_time_cost_value = m_s_info.secondGain;
                m_vit_cost_value  = m_s_info.vitConsume;
            }
            else
            {
                m_s_info          = null;
                m_time_cost_value = 0;
                m_vit_cost_value  = 0;
            }
        }
コード例 #8
0
        public override void OnShow(object param)
        {
            base.OnShow(param);
            GameEvents.UIEvents.UI_GameEntry_Event.OnMaskBGVisible.SafeInvoke(true);
            GameEvents.UIEvents.UI_GameEntry_Event.OnInfiniteVit += OnInfiniteVit;
            MessageHandler.RegisterMessageHandler(MessageDefine.SCSceneEnterResponse, OnScResponse);
            this.m_action_btn.AddClickCallBack(OnBtnStartGameClick);
            this.m_exp_reward_icon.AddPressDownCallBack(OnSceneGroupGiftPressDown);
            this.m_exp_reward_icon.AddPressUpCallBack(OnSceneGroupGiftPressUp);

            EnterSceneData enterSceneData = null;

            m_scene_id       = -1;
            m_scene_group_id = -1;
            m_enter_msg      = null;
            if (null != param)
            {
                enterSceneData = param as EnterSceneData;
                //this.m_scene_id = (int)enterSceneData.SceneID;
                this.m_taskConfID = enterSceneData.taskConfID;
            }

            if (-1 == m_taskConfID)
            {
                //不是从任务展示界面来的,不用翻转
                BgShowAlpha(false);
                PanelDelayShowAlpha(0.0f);
                PanelDelayShowScale(0.0f);
                PanelTurnToOne(false);
                PanelGoDown(true);
            }
            else
            {
                //需要翻转
                BgShowAlpha(true);
                PanelDelayShowAlpha(0.2f);
                PanelDelayShowScale(0.5f);
                PanelGoDown(false);
                PanelTurnToZero(false);
                PanelTurnToOne(true);
            }

            ConfTask task = null;

            if (this.m_taskConfID < 0)
            {
                //build top 进入
                this.m_scene_group_id = FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(enterSceneData.SceneID);
                m_group_data          = new FindObjSceneData(this.m_scene_group_id, 1, 0);
                BuildTopCreateSceneByDifficult(this.m_scene_group_id);
            }
            else
            {
                task = ConfTask.Get(m_taskConfID);

                long tsk_scene_id = null != task ? task.conditionSceneId : enterSceneData.SceneID;
                m_special_scene_id = 0;
                //初始化一个默认的group data;
                m_group_data = new FindObjSceneData(FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(tsk_scene_id), 1, 0);

                this.m_scene_group_id = FindObjSceneDataManager.ConvertSceneIdToSceneGroupId(tsk_scene_id);
                var temp_data = FindObjSceneDataManager.Instance.GetDataBySceneGroupID(m_scene_group_id);
                if (null != temp_data)
                {
                    m_group_data = temp_data;
                }

                if (tsk_scene_id > 99999)
                {
                    //配置的场景id
                    if (1 == ConfScene.Get(tsk_scene_id).keyExhibit)
                    {
                        //关键证据关卡
                        CreateSceneBySpecial(tsk_scene_id);
                    }
                    else
                    {
                        //非关键关卡
                        //读取难度表
                        TaskCreateSceneByDifficult(this.m_taskConfID);
                    }
                }
                else
                {
                    //配置的场景组id,一定是非关键线索关卡
                    TaskCreateSceneByDifficult(this.m_taskConfID);
                }
            }

            m_play_mode_img.Sprite  = this.GetModeIconName(m_scene_id);
            m_scene_tex.TextureName = m_s_info.thumbnail;
            m_scene_name_label.Text = LocalizeModule.Instance.GetString(m_s_info.name);

            this.ShowOutPut(m_s_info.outputExp, m_s_info.outputMoney, m_s_info.outputCash, m_s_info.outputVit);
            List <long> ids = CommonHelper.GetDropOuts(m_s_info.dropId);

            var props = from id in ids
                        select new DropWrapper()
            {
                DropType = ENUM_DROP_TYPE.PROP,
                ItemID   = id,
                ItemNum  = 0,
                Icon     = ConfProp.Get(id).icon,
            };

            List <DropWrapper> totalToShow = new List <DropWrapper>();

            if (null != task && task.conditionExhibits.Length > 0)
            {
                var exhibits = from id in task.conditionExhibits
                               select new DropWrapper()
                {
                    DropType = ENUM_DROP_TYPE.EXHABIT,
                    ItemID   = id,
                    ItemNum  = 0,
                    Icon     = Confexhibit.Get(id).iconName,
                };

                totalToShow.AddRange(exhibits);
            }
            //DropWrapper te = new DropWrapper()
            //{
            //    DropType = ENUM_DROP_TYPE.EXHABIT,
            //    ItemID = 10972,
            //    ItemNum = 0,
            //    Icon = Confexhibit.Get(10972).iconName,
            //};
            //totalToShow.Add(te);
            totalToShow.AddRange(props);

            m_drop_grid.EnsureSize <DropItemIconEffect>(totalToShow.Count);
            for (int i = 0; i < m_drop_grid.ChildCount; ++i)
            {
                var show = totalToShow[i];

                DropItemIconEffect di = m_drop_grid.GetChild <DropItemIconEffect>(i);
                m_drop_grid.GetChild <DropItemIconEffect>(i).InitSprite(show.Icon, show.ItemNum, show.ItemID, ENUM_DROP_TYPE.EXHABIT == show.DropType);
                if (ENUM_DROP_TYPE.PROP == show.DropType)
                {
                    m_drop_grid.GetChild <DropItemIconEffect>(i).EnableTips(true);
                    m_drop_grid.GetChild <DropItemIconEffect>(i).InitToolTipOffset(new Vector2(-280.0f, 0.0f));
                }
                else
                {
                    m_drop_grid.GetChild <DropItemIconEffect>(i).EnableTips(false);
                }
                m_drop_grid.GetChild <DropItemIconEffect>(i).Visible = true;
            }
            m_drop_grid.Visible = false;

            long scene_difficult_id            = FindObjSceneDataManager.GetSceneDifficultID(m_scene_group_id, m_group_data.m_lvl);
            ConfSceneDifficulty difficult_data = ConfSceneDifficulty.Get(scene_difficult_id);

            m_gifts = new List <GroupToolTipsData>();
            for (int i = 0; i < difficult_data.rewards.Length; ++i)
            {
                GroupToolTipsData reward = new GroupToolTipsData()
                {
                    ItemID   = difficult_data.rewards[i],
                    CurCount = difficult_data.rewardNums[i],
                };

                m_gifts.Add(reward);
            }

            m_difficult_icon.Sprite = ConfPoliceRankIcon.Get(m_group_data.m_lvl).icon;
            m_difficlut_step.Text   = LocalizeModule.Instance.GetString(difficult_data.name);
            m_exp_progress.Value    = (float)m_group_data.m_exp / (float)m_group_data.m_full_exp;
            m_exp_txt.Text          = $"{m_group_data.m_exp}/{m_group_data.m_full_exp}";
            Debug.Log($"关卡进入 关卡组id{m_group_data.m_scene_group_id}");
            m_cost_time_num_label.Text = CommonTools.SecondToStringMMSS(this.m_time_cost_value);
            SetVitLabel();

            m_is_action_btn_touched  = false;
            this.m_action_btn.Enable = true;


            Dictionary <UBSParamKeyName, object> _params = new Dictionary <UBSParamKeyName, object>()
            {
                { UBSParamKeyName.Success, 1 },
                { UBSParamKeyName.SceneID, this.m_scene_id },
            };

            UserBehaviorStatisticsModules.Instance.LogEvent(UBSEventKeyName.game_start, null, _params);
        }