public DestroyBuildingCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_BuildingType = (BuildingType)conditionConfigData.Value1; this.m_Count = conditionConfigData.Value2; this.IsComplete = (this.Progress >= this.m_Count); }
public PlunderCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_ResourceType = (ResourceType)conditionConfigData.Value1; this.m_Count = conditionConfigData.Value2; this.IsComplete = (this.Progress >= this.m_Count); }
public HireMercenaryCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_MercenaryType = (MercenaryType)conditionConfigData.Value1; this.m_Count = conditionConfigData.Value2; this.IsComplete = (this.Progress >= this.m_Count); }
public Condition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) { this.Task = task; this.ConditionConfigData = conditionConfigData; this.ConditionID = conditionID; this.CurrentValue = currentValue; this.StartValue = startValue; }
public UpgradeArmyCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_ArmyType = (ArmyType)conditionConfigData.Value1; this.m_Level = conditionConfigData.Value2; this.IsComplete = (this.Progress >= this.m_Level); }
private Condition GenerateCondition(TaskConditionConfigData data, int conditionID, TaskProgressInformation progress) { Condition condition = null; switch (data.ConditionType) { case TaskConditionType.UpgradeBuildingCondition: condition = new UpgradeBuildingCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.ConstructBuildingCondition: condition = new ConstructBuildingCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.ProduceArmyCondition: condition = new ProduceArmyCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.UpgradeArmyCondition: condition = new UpgradeArmyCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.HonourCondition: condition = new HonourCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.PlunderCondition: condition = new PlunderCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.RemoveObjectCondition: condition = new RemoveObjectCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.DestroyBuildingCondition: condition = new DestroyBuildingCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; case TaskConditionType.HireMercenaryCondition: condition = new HireMercenaryCondition(data, this, conditionID, progress.StartValue, progress.CurrentValue); break; } return(condition); }
public HonourCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_Honour = conditionConfigData.Value1; this.IsComplete = (this.Progress >= this.m_Honour); }
public static int GetCurrentValueFromConfig(TaskConditionConfigData configData) { TaskConditionType conditionType = configData.ConditionType; switch (conditionType) { case TaskConditionType.ConstructBuildingCondition: { BuildingType type = (BuildingType)configData.Value1; int result = 0; List <BuildingLogicData> buildings = LogicController.Instance.GetBuildings(type); foreach (BuildingLogicData building in buildings) { if (building.Level != 0) { result++; } } return(result); } case TaskConditionType.DestroyBuildingCondition: { BuildingType type = (BuildingType)configData.Value1; return(LogicController.Instance.PlayerData.GetDestroyBuilding(type)); } case TaskConditionType.HonourCondition: { return(LogicController.Instance.PlayerData.Honour); } case TaskConditionType.PlunderCondition: { if ((int)configData.Value1 == 0) { return(LogicController.Instance.PlayerData.PlunderTotalGold); } else if ((int)configData.Value1 == 1) { return(LogicController.Instance.PlayerData.PlunderTotalFood); } else { return(LogicController.Instance.PlayerData.PlunderTotalOil); } } case TaskConditionType.ProduceArmyCondition: { ArmyType armyType = (ArmyType)configData.Value1; return(LogicController.Instance.PlayerData.GetProduceArmyCount(armyType)); } case TaskConditionType.RemoveObjectCondition: { return(LogicController.Instance.PlayerData.RemoveTotalObject); } case TaskConditionType.UpgradeArmyCondition: { ArmyType armyType = (ArmyType)configData.Value1; return(LogicController.Instance.PlayerData.GetArmyLevel(armyType)); } case TaskConditionType.UpgradeBuildingCondition: { BuildingType buildingType = (BuildingType)configData.Value1; List <BuildingLogicData> buildings = LogicController.Instance.GetBuildings(buildingType); int result = 0; foreach (BuildingLogicData building in buildings) { if (building.Level > result) { result = building.Level; } } return(result); } case TaskConditionType.HireMercenaryCondition: { MercenaryType mercenaryType = (MercenaryType)configData.Value1; return(LogicController.Instance.PlayerData.GetMercenaryStartNO(mercenaryType)); } default: return(0); } }
public RemoveObjectCondition(TaskConditionConfigData conditionConfigData, Task task, int conditionID, int startValue, int currentValue) : base(conditionConfigData, task, conditionID, startValue, currentValue) { this.m_Count = conditionConfigData.Value1; this.IsComplete = (this.Progress >= this.m_Count); }