예제 #1
0
    /// <summary>
    /// ギアスロットセット
    /// </summary>
    private void GearSlotReflesh(UserPartsData data)
    {
        this.isGearLockCount = 0;
        // パーツ別に、情報ロード
        PartsInfoBase partsInfo = null;

        // パーツが台座の場合
        if (data.itemType == (uint)ItemType.Battery)
        {
            partsInfo = new BatteryPartsInfo(data);
        }
        // パーツが砲身の場合
        else if (data.itemType == (uint)ItemType.Barrel)
        {
            partsInfo = new BarrelPartsInfo(data);
        }
        // パーツが台座の場合
        else if (data.itemType == (uint)ItemType.Bullet)
        {
            partsInfo = new BulletPartsInfo(data);
        }

        //装着中ギアを時間順にソート
        var gears = UserData.Get().gearData
                    .Where(x => x.partsServerId == data.serverId && x.gearType == (uint)partsInfo.gearType)
                    .OrderBy(x => x.setDateTime)
                    .ToArray();

        // ギアID取得
        for (int i = 0; i < SharkDefine.MAX_GEAR_SLOT_SIZE; i++)
        {
            uint gearId = 0;
            if (i < gears.Length)
            {
                gearId = gears[i].gearId;

                // 装着中ギアがロックされてたら、カウンター
                if (gears[i].lockFlg > 0)
                {
                    this.isGearLockCount++;
                }
            }

            // ギア取付可能なスロット
            bool isExtended = i < partsInfo.defaultGearSlotSize + data.gearSlotExpandCount;

            // ギアスロットボタンセット
            this.gearSlotObject[i].SetUp(data, gearId, isExtended, this.OnClickGearSlotButton);
        }
    }
예제 #2
0
    /// <summary>
    /// ギア Infoセット
    /// </summary>
    public void Reflesh(UserPartsData data)
    {
        PartsInfoBase partsInfo = null;

        if (data.itemType == (uint)ItemType.Battery)
        {
            partsInfo = new BatteryPartsInfo(data);
        }
        else if (data.itemType == (uint)ItemType.Barrel)
        {
            partsInfo = new BarrelPartsInfo(data);
        }
        else if (data.itemType == (uint)ItemType.Bullet)
        {
            partsInfo = new BulletPartsInfo(data);
        }

        // ゲージ最大値設定
        var config                 = Masters.ConfigDB.FindById(1);
        var MAX_POWER              = config.maxBulletPower;
        var MAX_BULLET_SPEED       = config.maxBarrelSpeed;
        var MAX_FV_POINT_GET_VALUE = config.maxBatteryFvPoint;

        // パーツ別各能力
        this.fvPointGetValue = partsInfo.fvPoint;
        this.bulletSpeed     = partsInfo.speed;
        this.power           = partsInfo.power;

        // ギア別各能力
        this.gearFvPointGetValue = partsInfo.gearFvPointGetValue;
        this.gearBulletSpeed     = partsInfo.gearBulletSpeed;
        this.gearPower           = partsInfo.gearPower;

        // Sprite, CommonIcon セット
        var iconSprite = AssetManager.FindHandle <Sprite>(partsInfo.spritePath).asset as Sprite;

        this.partsIcon.SetIconSprite(iconSprite);
        this.partsIcon.SetRank((Rank)partsInfo.rarity);
        this.partsIcon.SetGearSlot(data);

        // 名前、説明
        this.titleNameText.text = partsInfo.titleName;
        this.partsNameText.text = partsInfo.name;
        this.partsInfoText.text = partsInfo.description;

        // FvPゲージ設定
        if (data.itemType == (uint)ItemType.Battery)
        {
            float f;
            if (this.fvPointGetValue + this.gearFvPointGetValue < MAX_FV_POINT_GET_VALUE / 5)
            {
                f = 0.2f;
            }
            else
            {
                f = (float)(this.fvPointGetValue + this.gearFvPointGetValue) / MAX_FV_POINT_GET_VALUE;
            }
            //float f = (float)((this.fvPointGetValue + this.gearFvPointGetValue) - CustomTurretScene.minBatteryFvPoint) / (MAX_FV_POINT_GET_VALUE - CustomTurretScene.minBatteryFvPoint) + 0.2f;
            this.fvPointGetValueGauge.SetGaugeValue(Mathf.Clamp01(f));
            this.powerGauge.SetGaugeValue(Mathf.Clamp01((float)(this.power + this.gearPower) / MAX_POWER));
            this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01((float)(this.bulletSpeed + this.gearBulletSpeed) / MAX_BULLET_SPEED));
        }
        // 発射速度ゲージ設定
        else if (data.itemType == (uint)ItemType.Barrel)
        {
            float s;
            if (this.bulletSpeed + this.gearBulletSpeed < MAX_BULLET_SPEED / 5)
            {
                s = 0.2f;
            }
            else
            {
                s = (float)(this.bulletSpeed + this.gearBulletSpeed) / MAX_BULLET_SPEED;
            }
            //float s = (float)((this.bulletSpeed + this.gearBulletSpeed) - CustomTurretScene.minBarrelSpeed) / (MAX_BULLET_SPEED - CustomTurretScene.minBarrelSpeed) + 0.2f;
            this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01(s));
            this.powerGauge.SetGaugeValue(Mathf.Clamp01((float)(this.power + this.gearPower) / MAX_POWER));
            this.fvPointGetValueGauge.SetGaugeValue(Mathf.Clamp01((float)(this.fvPointGetValue + this.gearFvPointGetValue) / MAX_FV_POINT_GET_VALUE));
        }
        // 攻撃力ゲージ設定
        else if (data.itemType == (uint)ItemType.Bullet)
        {
            float p;
            if (this.power + this.gearPower < MAX_POWER / 5)
            {
                p = 0.2f;
            }
            else
            {
                p = (float)(this.power + this.gearPower) / MAX_POWER;
            }
            //float p = (float)((this.power + this.gearPower) - CustomTurretScene.minBulletPower) / (MAX_POWER - CustomTurretScene.minBulletPower) + 0.2f;
            this.powerGauge.SetGaugeValue(Mathf.Clamp01(p));
            this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01((float)(this.bulletSpeed + this.gearBulletSpeed) / MAX_BULLET_SPEED));
            this.fvPointGetValueGauge.SetGaugeValue(Mathf.Clamp01((float)(this.fvPointGetValue + this.gearFvPointGetValue) / MAX_FV_POINT_GET_VALUE));
        }
    }
    /// <summary>
    /// ギア情報セット
    /// </summary>
    public void SetGearData(UserGearData data, Action onReflesh, Action onRefleshDecomposition)
    {
        this.gearData  = data;
        this.onReflesh = onReflesh;
        this.onRefleshDecomposition = onRefleshDecomposition;

        // CommonIconをギアに変更
        this.commonIcon.SetGearCommonIcon(true);
        // ギアアイコン情報セット
        this.gearCommonIcon.Set(
            data: data,
            isEquipped: data.partsServerId > 0,
            isLock: data.lockFlg,
            onClick: null
            );

        // マスターデータ
        var gearMaster = Masters.GearDB.FindById(data.gearId);

        //現在ギアと所有するギアを比較の上、同数
        uint[] gearIds = UserData.Get().gearData.Select(x => x.gearId).ToArray();
        int    count   = 0;

        for (int i = 0; i < gearIds.Length; i++)
        {
            var userGearIds    = gearIds[i].ToString();
            var currentGearIds = data.gearId.ToString();

            if (currentGearIds == userGearIds)
            {
                count++;
            }
        }

        // 同一のギア数テキスト
        this.overlapCountText.text = Masters.LocalizeTextDB.GetFormat("GearOverlapCount", count - 1);

        // 名前
        this.gearNameText.text = gearMaster.name;
        // 説明
        this.gearDescriptionText.text = gearMaster.description;

        // ゲージ、ギアを能力値
        var config  = Masters.ConfigDB.FindById(1);
        var power   = gearMaster.power;
        var speed   = gearMaster.speed;
        var fvPoint = gearMaster.fvPoint;

        // ゲージセット
        this.powerGauge.SetGaugeValue(Mathf.Clamp01((float)power / config.maxGearPower));
        this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01((float)speed / config.maxGearSpeed));
        this.fvPointGetCalueGauge.SetGaugeValue(Mathf.Clamp01((float)fvPoint / config.maxGearFvPoint));

        // パーツ別に、情報ロード
        PartsInfoBase partsInfo = null;

        if (this.gearData.gearType == (uint)GearType.Battery)
        {
            partsInfo = new BatteryPartsInfo(data);
        }
        else if (this.gearData.gearType == (uint)GearType.Barrel)
        {
            partsInfo = new BarrelPartsInfo(data);
        }
        else if (this.gearData.gearType == (uint)GearType.Bullet)
        {
            partsInfo = new BulletPartsInfo(data);
        }

        if (data.partsServerId == null)
        {
            this.partsCommonIcon.gameObject.SetActive(false);
            this.needCoinArea.gameObject.SetActive(false);
            this.lockbutton.gameObject.SetActive(false);
            this.decompositionButton.gameObject.SetActive(true);
            this.lockbutton.gameObject.SetActive(false);
        }
        else
        {
            // パーツアイコン
            this.partsCommonIcon.countText.text = null;
            this.partsCommonIcon.gearArea.gameObject.SetActive(true);
            this.decompositionButton.gameObject.SetActive(false);
            this.lockbutton.gameObject.SetActive(true);

            // CommonIconパーツスプライトセット
            string Key  = CommonIconUtility.GetSpriteKey((uint)partsInfo.itemType, partsInfo.partsMasterId);
            string Path = CommonIconUtility.GetSpritePath((uint)partsInfo.itemType, partsInfo.partsMasterId);

            var partsHandle = AssetManager.FindHandle <Sprite>(Path);
            this.partsCommonIcon.SetIconSprite(partsHandle.asset as Sprite);

            // CommonIconパーツランキングセット
            var partsRank = CommonIconUtility.GetRarity((uint)partsInfo.itemType, partsInfo.partsMasterId);
            this.partsCommonIcon.SetRank(partsRank);

            // CommonIconパーツ装着中ギアセット
            var partsGearSize = partsInfo.partsGearSize;

            for (int i = 0; i < this.partsCommonIcon.gearIcon.Length; i++)
            {
                this.partsCommonIcon.gearIcon[i].enabled = i < partsInfo.partsGearSlotCount;
                if (i < partsGearSize)
                {
                    this.partsCommonIcon.gearOnIcon[i].gameObject.SetActive(true);
                }
            }

            // 装着中表示
            this.partsEquippedMark.SetActive(partsInfo.partsIsEquiped);
            // 外すテキスト
            this.unEquipGearText.text = Masters.LocalizeTextDB.GetFormat("unitNeedCoin", Masters.GearDB.FindById(gearData.gearId).rejectCoin);
        }

        // ロックチェック
        if (data.lockFlg == 1)
        {
            this.lockOn.gameObject.SetActive(true);
            this.lockOff.gameObject.SetActive(false);
        }
        else
        {
            this.lockOn.gameObject.SetActive(false);
            this.lockOff.gameObject.SetActive(true);
        }

        // 分解詩修得アイテムマスターID取得
        this.getItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == Masters.GearDB.FindById(data.gearId).itemSellId).ToArray();

        // 分解詩修得アイテムスクロールビュー
        this.decompositionScrollView.Initialize(
            this.decompositionItemPrefab.gameObject,
            this.getItem.Length,
            this.OnUpdateDecompositionScrollViewItem
            );

        // ボタングレーアウトON/OFF
        if (this.gearData.lockFlg == 1)
        {
            this.SetGrayout(true);
            this.decompositionButton.interactable = false;
        }
        else
        {
            this.SetGrayout(false);
        }
    }
예제 #4
0
    /// <summary>
    /// パーツ情報セット
    /// </summary>
    public void SetPartsData(UserPartsData data,  bool isEquipped, Action onReflesh, Action onRefleshDecomposition)
    {
        this.partsData = data;
        this.onReflesh = onReflesh;
        this.onRefleshDecomposition = onRefleshDecomposition;
        this.isEquipped             = isEquipped;

        // パーツアイコンセット
        partsCommonIcon.Set(
            data: data,
            isEquipped: isEquipped,
            isLock: data.lockFlg,
            onClick: null
            );

        // パーツが台座の場合
        if (this.partsData.itemType == (uint)ItemType.Battery)
        {
            partsInfo = new BatteryPartsInfo(data);

            // 台座FVアタックスプライトセット
            this.partsViewFvAttackIconImage.sprite = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)partsInfo.fvType)).asset as Sprite;
            // 台座FVアタック情報セット
            this.partsViewFvAttackNameText.text        = partsInfo.fvName;
            this.partsViewFvAttackDescriptionText.text = partsInfo.fvDescription;
        }
        // パーツが砲身の場合
        else if (this.partsData.itemType == (uint)ItemType.Barrel)
        {
            partsInfo = new BarrelPartsInfo(data);
            this.fvAttackArea.SetActive(false);
        }
        // パーツが砲弾の場合
        else if (this.partsData.itemType == (uint)ItemType.Bullet)
        {
            partsInfo = new BulletPartsInfo(data);
            this.fvAttackArea.SetActive(false);
        }
        // パーツが装飾の場合
        else if (this.partsData.itemType == (uint)ItemType.Accessory)
        {
            partsInfo = new DecorationPartsInfo(data);
        }

        // 同一のパーツ数テキスト
        this.overlapCountText.text = partsInfo.partsCount;

        // パーツ情報セット
        this.partsNameText.text        = partsInfo.name;
        this.partsDescriptionText.text = partsInfo.description;

        // ゲージ
        var config    = Masters.ConfigDB.FindById(1);
        var gearDatas = this.partsData.gearMasterIds.Select(gearId => Masters.GearDB.FindById(gearId)).ToArray();
        // ギアスロットの全てのギアを能力値別に、合算
        var gearPower   = gearDatas.Select(x => (long)x.power).Sum();
        var gearSpeed   = gearDatas.Select(x => (long)x.speed).Sum();
        var gearFvPoint = gearDatas.Select(x => (long)x.fvPoint).Sum();
        // パーツはギア能力値を合算
        uint power   = partsInfo.power + (uint)gearPower;
        uint speed   = partsInfo.speed + (uint)gearSpeed;
        uint fvPoint = partsInfo.fvPoint + (uint)gearFvPoint;

        Debug.LogFormat("power : {0}, bulletSpeed : {1}, fvPointGetValue{2} : {2}", power, speed, fvPoint);

        // ゲージ初期化
        float gaugePower   = 0f;
        float gaugeSpeed   = 0f;
        float gaugeFvPoint = 0f;

        if (this.partsData.itemType == (uint)ItemType.Accessory)
        {
            this.fvAttackArea.SetActive(false);
            this.gaugeArea.SetActive(false);
            this.gearsArea.SetActive(false);
        }
        else
        {
            // パーツが砲弾の場合
            if (this.partsData.itemType == (uint)ItemType.Bullet)
            {
                if (power < config.maxBulletPower / 5)
                {
                    gaugePower = 0.2f;
                }
                else
                {
                    gaugePower = (float)power / config.maxBulletPower;
                }

                gaugeSpeed   = (float)speed / config.maxBarrelSpeed;
                gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
            }
            // パーツが砲身の場合
            else if (this.partsData.itemType == (uint)ItemType.Barrel)
            {
                if (speed < config.maxBarrelSpeed / 5)
                {
                    gaugeSpeed = 0.2f;
                }
                else
                {
                    gaugeSpeed = (float)speed / config.maxBarrelSpeed;
                }

                gaugePower   = (float)power / config.maxBulletPower;
                gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
            }
            // パーツが台座の場合
            else if (this.partsData.itemType == (uint)ItemType.Battery)
            {
                if (speed < config.maxBatteryFvPoint / 5)
                {
                    gaugeFvPoint = 0.2f;
                }
                else
                {
                    gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
                }

                gaugePower = (float)power / config.maxBulletPower;
                gaugeSpeed = (float)speed / config.maxBarrelSpeed;
            }

            // ゲージセット
            this.powerGauge.SetGaugeValue(Mathf.Clamp01(gaugePower));
            this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01(gaugeSpeed));
            this.fvPointGetCalueGauge.SetGaugeValue(Mathf.Clamp01(gaugeFvPoint));

            // ギアスロットセット
            this.GearSlotReflesh(data);
        }

        // ロックチェック
        if (data.lockFlg == 1)
        {
            this.lockOn.gameObject.SetActive(true);
            this.lockOff.gameObject.SetActive(false);
        }
        else
        {
            this.lockOn.gameObject.SetActive(false);
            this.lockOff.gameObject.SetActive(true);
        }

        // 分解詩修得アイテムマスターID取得(ギアがない場合)
        if (gearDatas.Length == 0)
        {
            this.getItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == partsInfo.itemSellId).ToArray();

            // 分解詩修得アイテムスクロールビュー
            this.decompositionScrollView.Initialize(
                this.decompositionItemPrefab.gameObject,
                this.getItem.Length,
                this.OnUpdateDecompositionScrollViewItem
                );
        }
        // 分解詩修得アイテムマスターID取得(ギアがある場合)
        else
        {
            // パーツの分解時アイテム取得
            this.getItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == partsInfo.itemSellId).ToArray();
            // パーツの分解時取得アイテムをリストの変更
            List <Master.ItemSellData> sellDatas = getItem.ToList();

            for (int i = 0; i < gearDatas.Length; i++)
            {
                // ギアの分解時アイテム取得
                Master.ItemSellData[] getGearItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == gearDatas[i].itemSellId).ToArray();

                // getItemに追加
                for (int y = 0; y < getGearItem.Length; y++)
                {
                    sellDatas.Add(getGearItem[y]);
                }
            }

            // リスト配列に変更
            this.getItem = sellDatas.ToArray();

            // アイコンセット
            this.decompositionScrollView.Initialize(
                this.decompositionItemPrefab.gameObject,
                getItem.Length,
                this.OnUpdateDecompositionScrollViewItem
                );
        }

        // ボタングレーアウトON/OFF
        if (this.partsData.lockFlg == 1 || this.partsData.useFlg || this.isGearLockCount > 0 || partsInfo.itemSellId == 0)
        {
            this.SetGrayout(true);
            this.decompositionButton.interactable = false;
        }
        else
        {
            this.SetGrayout(false);
            this.decompositionButton.interactable = true;
        }

        // 初期砲台の場合、分解不可能の案内メッセージ、テキストセット
        if (partsInfo.itemSellId == 0)
        {
            this.defaultCanonText.text = Masters.LocalizeTextDB.Get("CannotDisassembledDefaultCanon");
        }
        else
        {
            this.defaultCanonText.text = null;
        }
    }