public GUITrialRewardItemData(ERewardType et, ItemInfo iInfo, int num, int dNum) { this.mERewardType = et; this.mItemInfo = iInfo; this.mItemNum = num; this.mDaiBiNum = dNum; }
public void Init(int num, bool showValue, bool showTips, float x, float y, float z, int quality = 0, ERewardType type = ERewardType.EReward_Money) { this.type = type; UISprite uISprite = GameUITools.FindUISprite("icon", base.gameObject); uISprite.spriteName = Tools.GetRewardIcon(type); this.mMoneyNum = num; this.tipsPosition = new Vector3(x, y, z); UILabel component = base.transform.Find("num").GetComponent<UILabel>(); component.text = Tools.FormatCurrency(num); if (!showValue) { component.gameObject.SetActive(false); } if (showTips) { UIEventListener expr_83 = UIEventListener.Get(base.gameObject); expr_83.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(expr_83.onPress, new UIEventListener.BoolDelegate(this.OnRewardPress)); if (quality == 0 && type != ERewardType.EReward_Money) { quality = 2; } this.qualityLvl = quality; } UISprite component2 = base.transform.Find("QualityMark").GetComponent<UISprite>(); if (component2 != null) { component2.spriteName = Tools.GetRewardFrame(type); component2.gameObject.SetActive(true); } }
/// <summary> /// 스테이지 데이터 클래스의 멤버변수 정보를 초기화한다. /// </summary> public void InitData() { stageNumber = 0; eStageLevel = EStageLevel.normal; eClearState = EClearState.none; currentStageStarCount = 0; rewardType = ERewardType.gold; }
public QuizModel(EQuizType type, int minNumber, int maxNumber, byte chance, ERewardType rewardType, uint rewardAmount) { Type = type; MinNumber = minNumber; MaxNumber = maxNumber; Chance = chance; RewardType = rewardType; RewardAmount = rewardAmount; }
private void Init(ERewardType RewardType, int num) { this.iconSprite = base.transform.GetComponent<UISprite>(); this.numText = base.transform.Find("num").GetComponent<UILabel>(); this.iconSprite.spriteName = Tools.GetRewardTypeIcon(RewardType); if (RewardType == ERewardType.EReward_VipExp) { this.numText.text = Tools.GetRewardTypeName(RewardType, 0) + "x" + Tools.FormatCurrency(num); } else { this.numText.text = "x" + Tools.FormatCurrency(num); } }
public static RewardCurrency CreateReward(ERewardType RewardType, int num) { GameObject gameObject = Tools.InstantiateGUIPrefab("GUI/QuestRewardMoney"); if (gameObject != null) { RewardCurrency rewardCurrency = gameObject.AddComponent<RewardCurrency>(); if (rewardCurrency != null) { rewardCurrency.Init(RewardType, num); return rewardCurrency; } } return null; }
public GameObject content; // 아이템을 생성할 부모 오브젝트 /// <summary> /// 보상을 받는다. /// 보상의 타입에 따라 content안에 생성되는 카드가 다르게 생성됨 /// </summary> /// <param name=""></param> public void ReceiveMail(ERewardType rewardType) { // TODO (장현명) : 보상의 타입에 따라 아이템 카드를 생성 후 content 오브젝트의 자식으로 넣기 switch (rewardType) { case ERewardType.equipmentItem: break; case ERewardType.gold: break; case ERewardType.crystal: break; case ERewardType.stat: break; default: break; } }
public IEnumerator IStageFinished() { inGameUi.SetActive(false); finishPanel.SetActive(true); if (isClear) { PlayerInformation.stageData.eClearState = EClearState.clear; finishPopUpText.text = clear; int starNumber = (int)(PlayerInformation.stageData.eStageLevel) + 1; // 별 개수 SetStarCountImage(starNumber); // 별 개수를 설정해서 UI로 보여준다. PlayerInformation.stageData.currentStageStarCount = starNumber; Debug.Log("성공한 별의 개수 : " + PlayerInformation.stageData.currentStageStarCount); // 성공하여 받은 스테이지의 별을 서버로 저장한다. if (NetworkManager.instance != null) { yield return(StartCoroutine(NetworkManager.instance.ISetStageInformationToServer(PlayerInformation.stageData.stageNumber, starNumber))); } else { Debug.LogWarning("NetworkManager가 없습니다."); } // TODO (장현명) : 보상 타입 나중에 고치기 () ///////////////////////////////// Start /////////////////////////// ERewardType rewardType = PlayerInformation.stageData.rewardType; // 스테이지의 보상 타입을 가져옴. string rewardMessage = ""; // 보상 메세지 switch (rewardType) { case ERewardType.crystal: // 크리스탈 보상 rewardMessage = "크리스탈"; break; case ERewardType.equipmentItem: // 장비 보상 rewardMessage = "장비"; break; case ERewardType.gold: // 골드 보상 rewardMessage = PlayerInformation.stageData.StageGold.ToString() + "골드"; userData.gold += PlayerInformation.stageData.StageGold; break; case ERewardType.stat: // 스텟 보상 ( 이것은 스텟 설정 고쳐야 함) rewardMessage = "스텟"; break; default: Debug.Assert(false, "보상 타입 범위 초과"); break; } rewardText.text = "보상 : " + rewardMessage; ////////////////////////////////// End ///////////////////////////// float rewardExp = PlayerInformation.stageData.StageExp; while (rewardExp > 0) { if (rewardExp >= (userData.MaxExp - userData.exp)) { rewardExp = rewardExp - (userData.MaxExp - userData.exp); userData.exp = 0; userData.level += 1; } else { userData.exp = userData.exp + rewardExp; rewardExp = 0.0f; } } PlayerInformation.userData.CopyData(userData); PlayerInformation.userData.SetCharacterStat(userData.characterType, PlayerInformation.userData.level); if (NetworkManager.instance != null) { yield return(NetworkManager.instance.ISaveCharacterDataToServer()); } else { Debug.LogWarning("네트워크 매니저 없음"); } } else { PlayerInformation.stageData.eClearState = EClearState.fail; finishPopUpText.text = failed; } }
public virtual bool IsThisCom(ERewardType t) { return(false); }
public RewardItemBase(ERewardType type) { this.RewardType = type; }
// TODO (장현명) : 보상 시스템 만들기 public void ReceiveReward(ERewardType rewardType) { }
public override bool IsThisCom(ERewardType t) { return(t != ERewardType.Reward_runes && t != ERewardType.Reward_summonerFrame && ERewardType.Reward_summonerHeadPortrait != t); }
public override bool IsThisCom(ERewardType t) { return(ERewardType.Reward_runes == t); }
public override bool IsThisCom(ERewardType t) { return(t == ERewardType.Reward_summonerFrame || ERewardType.Reward_summonerHeadPortrait == t); }
private void AddRewardData(ERewardType type, int count) { if (this.rewardDataDict.ContainsKey(type)) { this.rewardDataDict[type].RewardValue1 += count; } else { RewardData rewardData = new RewardData(); rewardData.RewardType = (int)type; rewardData.RewardValue1 = count; this.rewardDataDict.Add(type, rewardData); } }