public CharacterForFamilyBean CreateChild(string name, CharacterBean userData, CharacterBean mateData) { GameDataBean gameData = GameDataHandler.Instance.manager.GetGameData(); CharacterForFamilyBean childData = new CharacterForFamilyBean(gameData.gameTime); childData.baseInfo.name = name; childData.body.eye = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.eye : mateData.body.eye; childData.body.eyeColor = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.eyeColor : mateData.body.eyeColor; childData.body.hair = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.hair : mateData.body.hair; childData.body.hairColor = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.hairColor : mateData.body.hairColor; childData.body.mouth = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.mouth : mateData.body.mouth; childData.body.mouthColor = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.mouthColor : mateData.body.mouthColor; childData.body.skin = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.skin : mateData.body.skin; childData.body.skinColor = UnityEngine.Random.Range(0, 2) == 0 ? userData.body.skinColor : mateData.body.skinColor; childData.attributes.cook = 1; childData.attributes.speed = 1; childData.attributes.account = 1; childData.attributes.charm = 1; childData.attributes.force = 1; childData.attributes.lucky = 1; childData.attributes.life = 50; int sex = UnityEngine.Random.Range(0, 2); if (sex == 0) { childData.SetFamilyType(FamilyTypeEnum.Son); childData.body.SetSex(SexEnum.Man); } else { childData.SetFamilyType(FamilyTypeEnum.Daughter); childData.body.SetSex(SexEnum.Woman); } listChildCharacter.Add(childData); return(childData); }
public void Submit(DialogView dialogView, DialogBean dialogBean) { GameDataBean gameData = GameDataHandler.Instance.manager.GetGameData(); //送礼 if (dialogView is PickForItemsDialogView) { //获取选择物品 PickForItemsDialogView pickForItemsDialog = dialogView as PickForItemsDialogView; pickForItemsDialog.GetSelectedItems(out ItemsInfoBean itemsInfo, out ItemBean itemData); //获取赠送人 CharacterBean characterData = NpcInfoHandler.Instance.manager.GetCharacterDataById(mTalkNpcInfo.id); CharacterFavorabilityBean characterFavorability = gameData.GetCharacterFavorability(mTalkNpcInfo.id); int addFavorability; int favorabilityForTalk; //根据物品稀有度增加好感 switch (itemsInfo.GetItemRarity()) { case RarityEnum.Normal: addFavorability = 1; favorabilityForTalk = 1; break; case RarityEnum.Rare: addFavorability = 3; favorabilityForTalk = 3; break; case RarityEnum.SuperRare: addFavorability = 6; favorabilityForTalk = 3; break; case RarityEnum.SuperiorSuperRare: addFavorability = 10; favorabilityForTalk = 3; break; case RarityEnum.UltraRare: addFavorability = 15; favorabilityForTalk = 3; break; default: addFavorability = 1; favorabilityForTalk = 1; break; } //增加送礼次数 characterFavorability.AddGiftNumber(1); //删减物品 gameData.AddItemsNumber(itemData.itemId, -1); //增加每日限制 GameCommonInfo.DailyLimitData.AddGiftNpc(mTalkNpcInfo.id); //通过增加好感查询对话 TextInfoHandler.Instance.manager.listTextData = TextInfoHandler.Instance.manager.GetGiftTalkByFavorability(favorabilityForTalk); ShowText(TextInfoHandler.Instance.manager.listTextData); //文本里面会默认加好感 //先减去文本加的好感 再添加实际的好感加成 characterFavorability.AddFavorability(-favorabilityForTalk); characterFavorability.AddFavorability(addFavorability); } //求婚 else { //减去信物 gameData.AddItemsNumber(99900021, -1); //弹窗提示 ToastHandler.Instance.ToastHint(TextHandler.Instance.manager.GetTextById(1341)); //设置3天后结婚 FamilyDataBean familyData = gameData.GetFamilyData(); familyData.timeForMarry = GameTimeHandler.Instance.GetAfterDay(3); //设置妻子数据 CharacterForFamilyBean characterData = new CharacterForFamilyBean(mTalkNpcInfo, familyData.timeForMarry); characterData.SetFamilyType(FamilyTypeEnum.Mate); familyData.mateCharacter = characterData; } }