System.Action normalAct; //카메라가 노멀로 돌아온 후에 띄워주기 위해서. public void CamToPosNormal(System.Action action) //1 { normalAct = new System.Action(action); QuestRoomSceneUIManager.GetInstance().HideAllUI(); mainCameraAnimator.SetTrigger("cameraToNormalPos"); }
public void CharactorLeave(E_Charactor charactor) { QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); Stack <FSMState> stateStack = CharactorFrame.GetInstance().CharaController.GetStateStack(); CharactorIdea nowChara; //여기가 너무 안좋은데. switch (charactor) { case E_Charactor.CLIENT: nowChara = CharactorFrame.GetInstance().clientIdea; if (stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.COMMISSION_CANCEL))) { CharactorManager.GetInstance().RemoveCharactor(nowChara); break; } if (stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.CHECK_IMPERFACT_00)) || stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.CHECK_IMPERFACT_50)) || stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.CHECK_IMPERFACT_80)) || stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.CHECK_IMPERFACT_95)) || stateStack.Contains(ClientFSMFactory.GetInstance().GetState(E_ClientState.CHECK_PERFACT)) ) { ClientCommissionCheckCalculateLastincome(); CharactorManager.GetInstance().RemoveCharactor(nowChara); } break; case E_Charactor.HUNTER: nowChara = CharactorFrame.GetInstance().hunterIdea; if (stateStack.Contains(HunterFSMFactory.GetInstance().GetState(E_HunterState.INQUIRE_QUEST_CANCEL))) { CharactorManager.GetInstance().RemoveCharactor(nowChara); break; } if (stateStack.Contains(HunterFSMFactory.GetInstance().GetState(E_HunterState.HUNT_REWARD_ALL_PAYMENT)) || stateStack.Contains(HunterFSMFactory.GetInstance().GetState(E_HunterState.HUNT_REWARD_PARTIAL_PAYMENT)) || stateStack.Contains(HunterFSMFactory.GetInstance().GetState(E_HunterState.HUNT_REWARD_DENIED)) ) { CharactorManager.GetInstance().RemoveCharactor(nowChara); break; } break; } CharactorFrame.GetInstance().LeaveAnim(); Debug.Log("캐릭터 리브"); }
public void HunterRewardSubmit(int payment) //그냥 eps 처리를 이 단에서 해주려고 한거. { //완전지불 버튼이면 0 , 부분지불 버튼이면 1 , 거부면 2 //버튼에서 인자 확실하게 넘겨줄것!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! EventParameterStorage.GetInstance().PlayerMultipleChoice = payment; QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); CharactorFrame.GetInstance().UpdateFSM(); }
public void CheckCommissionUIShow() //그 퀘스트 체크 유아이 띄우고 //완성도 반환 { Quest writtenQuest = QuestManager.GetInstance().GetQuest( CharactorFrame.GetInstance().clientIdea.associatedQuestKey ); QuestRoomSceneUIManager.GetInstance().OnlyShowQCUI(); QuestCheckManager.GetInstance().InitQCCanvas(writtenQuest); }
public void HunterInquireQuestSubmit(string Qkey, bool didDetermined, List <Weapon> rentalSelected) //헌터에게 퀘스트를 맡기고 렌탈등과 퀘스트 등과 선택 했을 때. { if (!didDetermined) //ui에서 제출이면 true 인자로 넣어서 보내주기! { EventParameterStorage.GetInstance().PlayerChoice = false; CharactorFrame.GetInstance().UpdateFSM(); return; } EventParameterStorage.GetInstance().PlayerChoice = true; HunterIdea hunter = CharactorFrame.GetInstance().hunterIdea; Quest selectedQuest = QuestManager.GetInstance().GetQuest(Qkey); //본래 퀘스트의 만기보다 하루 빨리. 그리고 10시~ 17시 사이를 랜덤으로 지정. InGameTime dayOneMinus = InGameTime.GetOnlyOneDayMinus(selectedQuest.ExpireDate); uint hour = (uint)Random.Range(Constant.dayStartHour, Constant.dayEndHour - 1); InGameTime hunterExpire = new InGameTime(dayOneMinus.Year, dayOneMinus.Month, dayOneMinus.Day, hour, 0); hunter.SetHasCommission(Qkey); hunter.SetHuntExpireDay(hunterExpire); if (rentalSelected != null) { //렌탈 처리 해주기. hunter.SetRentalTheseWeapon(rentalSelected); Inventory.GetInstance().RemoveWeaponsFromInven(rentalSelected);//렌탈해간 물건들 인벤에서 뺴주는 처리. } WholeMonsterRiskManager.GetInstance().AddHunter(hunter); //수임을 받은날 위협도 매니져에서 일함.(그 날의 데이오프 부터) QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); int deposit = PayFormula.CalculateHuntDeposit(selectedQuest, hunter.GetHunterExpireGap()); //헌터 착수금 지불. GoldManager.GetInstance().AdjustGold(-1 * deposit, GoldManager.E_PayType.TO_HUNTER); CharactorFrame.GetInstance().UpdateFSM(); }
public void ShowTalk(string charaText, params string[] playerText) { QuestRoomSceneUIManager.GetInstance().OnlyShowMainUITalk(); MainUIManager.GetInstance().SetCharaText(charaText); if (playerText.Length == 1) { // Debug.Log("인터렉티브 매니져 - 쇼토크" + charaText + playerText[0]); MainUIManager.GetInstance().ShowPlayerText1Btn(playerText[0]); } else if (playerText.Length == 2) { // Debug.Log("인터렉티브 매니져 - 쇼토크" + charaText + playerText[0] + playerText[1]); MainUIManager.GetInstance().ShowPlayerText2Btn(playerText[0], playerText[1]); } else { string result = ""; foreach (string str in playerText) { result += str + "/"; } Debug.Log("쇼토크 에러" + result); } }
private void Start() { QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); goldText.text = GoldManager.GetInstance().Gold.ToString(); GoldManager.GetInstance().AddGoldChangeListner(GoldCountShow); }
public void EndOfComeAnimation() { QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); MainUIManager.GetInstance().SetCharaNameText(CharactorFrame.GetInstance().CharaName); CharactorFrame.GetInstance().UpdateFSM(); }
public void PosToNormalEnd() { QuestRoomSceneUIManager.GetInstance().OnlyShowMainUIOrigin(); normalAct(); }
public void CamToPosNormal() //1 { QuestRoomSceneUIManager.GetInstance().HideAllUI(); mainCameraAnimator.SetTrigger("cameraToNormalPos"); }
public void PosToMakingEnd() //1 { //퀘스트 메이킹 ui 띄워주기? QuestRoomSceneUIManager.GetInstance().OnlyShowQMUI(); }
public void CamToPosMaking() //1 { QuestRoomSceneUIManager.GetInstance().HideAllUI(); mainCameraAnimator.SetTrigger("cameraToQuestMaking"); }
public void HunterInquireQuest() { QuestRoomSceneUIManager.GetInstance().OnlyShowHIQUI(); }
public void HunterRewardUIShow() { //의뢰했던 퀘스트랑 헌터가 가져온 의뢰품들이랑 비교 ui 보여줌, //그 지불 방식 버튼 3개 나오도록. QuestRoomSceneUIManager.GetInstance().OnlyShowHRUI(); }