private void NoticeMoneyMessage() { long nowMoney = moneyProgress.moneys[termProgress.currentTerm]; long noticeMoney = 0; foreach (long moneyThreshold in moneyNoticeThreshold) { if (nowMoney >= moneyThreshold) { noticeMoney = moneyThreshold; } } if (noticeMoney != 0) { string message = "売り上げが" + noticeMoney.ToString() + "円を突破しました!"; scrollBehaviour.RequestScroll(message); } }
public void Tanpatu(float rarity, Sprite kagayaki) { tanpatuObject.SetActive(true); SetRarity(rarity); int rarityInt = (int)rarity; switch (rarityInt) { case 0: nowRarityRankText = "Normal"; nowRarityColor = Color.black; break; case 1: nowRarityRankText = "Rare"; nowRarityColor = Color.red; break; case 2: nowRarityRankText = "Super Rare"; nowRarityColor = new Color(0, 1, 0); break; case 3: nowRarityRankText = "S Super Rare"; nowRarityColor = new Color(0, 1, 1); break; case 4: nowRarityRankText = "Ultra Rare"; nowRarityColor = Color.yellow; break; case 5: nowRarityRankText = "Legend Rare"; nowRarityColor = new Color(1, 0, 1);//murasaki break; } if (rarityInt >= 4) { var intValue = UnityEngine.Random.Range(0, Enum.GetValues(typeof(HandleNames)).Length); HandleNames names = (HandleNames)Enum.ToObject(typeof(HandleNames), intValue); string name = names.ToString(); string message = name + "さんが " + nowRarityRankText + " " + nowKagayaki.name + " を引き当てました"; behaviour.RequestScroll(message); } raritySet.Add(nowRarityRankText); kagayakiSprite.Add(nowKagayaki); colorSet.Add(nowRarityColor); }
// Start is called before the first frame update void Start() { behaviour.RequestScroll("プレミアムガチャの様子をモニタリングしています"); }