public void Test()
        {
            TemplateList <int> list = new TemplateList <int>();

            list.Add(2);
            list.Add(3);
            int i = 3;

            foreach (int data in list)
            {
                Assert.AreEqual <int>(i--, data);
            }
        }
예제 #2
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	リザルトコード一覧の生成
     */
    //----------------------------------------------------------------------------
    public void ResultCodeAdd(API_CODE eCode, API_CODETYPE eCodeType)
    {
        if (m_ResultCodeType == null)
        {
            m_ResultCodeType = new TemplateList <ResultCodeType>();
        }
        m_ResultCodeType.Add(new ResultCodeType(eCode, eCodeType));
    }
예제 #3
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    //----------------------------------------------------------------------------

    /*!
     *          @brief	イレギュラーリザルトコード一覧の生成
     */
    //----------------------------------------------------------------------------
    public void ResultCodeAddIrregular(SERVER_API eAPI, API_CODE eCode, API_CODETYPE eCodeType)
    {
        if (m_ResultCodeTypeIrregular == null)
        {
            m_ResultCodeTypeIrregular = new TemplateList <ResultCodeTypeIrregular>();
        }
        m_ResultCodeTypeIrregular.Add(new ResultCodeTypeIrregular(eAPI, eCode, eCodeType));
    }
예제 #4
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        private void LoadTemplates()
        {
            TemplateList.Clear();

            if (Directory.Exists($"{ Constants.ContentPath + (int)ProductType }\\user_templates\\"))
            {
                foreach (var path in Directory.GetFiles($"{ Constants.ContentPath + (int)ProductType }\\user_templates\\"))
                {
                    var pathfix = path.Replace("BBTEL", "BB/TEL");
                    if (!string.IsNullOrEmpty(BreakerSelected) && !pathfix.Contains(BreakerSelected))
                    {
                        continue;
                    }
                    if (!string.IsNullOrEmpty(OperatingCurrentSelected) && !pathfix.Contains(OperatingCurrentSelected))
                    {
                        continue;
                    }
                    if (SectionsAmountIndex == 1 && !Regex.IsMatch(pathfix, @".+\(\d+\).+"))
                    {
                        continue;
                    }
                    if (SectionsAmountIndex == 2 && !Regex.IsMatch(pathfix, @".+\(\d+\,\d\).+"))
                    {
                        continue;
                    }

                    _userTemplates.Add(path);
                    TemplateList.Add(Path.GetFileNameWithoutExtension(path));
                }
            }

            if (Directory.Exists($"{ Constants.ContentPath + (int)ProductType }\\templates\\"))
            {
                foreach (var path in Directory.GetFiles($"{ Constants.ContentPath + (int)ProductType }\\templates\\"))
                {
                    var pathfix = path.Replace("BBTEL", "BB/TEL");
                    if (!string.IsNullOrEmpty(BreakerSelected) && !pathfix.Contains(BreakerSelected))
                    {
                        continue;
                    }
                    if (!string.IsNullOrEmpty(OperatingCurrentSelected) && !pathfix.Contains(OperatingCurrentSelected))
                    {
                        continue;
                    }
                    if (SectionsAmountIndex == 1 && !Regex.IsMatch(pathfix, @".+\(\d+\).+"))
                    {
                        continue;
                    }
                    if (SectionsAmountIndex == 2 && !Regex.IsMatch(pathfix, @".+\(\d+\,\d\).+"))
                    {
                        continue;
                    }

                    _appTemplates.Add(path);
                    TemplateList.Add(Path.GetFileNameWithoutExtension(path));
                }
            }
        }
예제 #5
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	テキスト追加登録
     */
    //----------------------------------------------------------------------------
    public void AddText(string strText)
    {
        if (m_TextList == null)
        {
            m_TextList = new TemplateList <string>();
        }

        m_TextList.Add(strText);
    }
예제 #6
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    //----------------------------------------------------------------------------

    /*!
     *          @brief	色追加登録
     */
    //----------------------------------------------------------------------------
    public void AddColor(Color cColor)
    {
        if (m_ColorList == null)
        {
            m_ColorList = new TemplateList <Color>();
            SetColor(cColor);
        }

        m_ColorList.Add(cColor);
    }
예제 #7
0
    //----------------------------------------------------------------------------

    /*!
     *  @brief  アチーブメント操作:新規達成アチーブメントの一覧追加
     */
    //----------------------------------------------------------------------------
    static public void AddAchievementClear(PacketAchievement[] cAchievements)
    {
        //----------------------------------------
        // 特に要素が発生していないならスルー
        //----------------------------------------
        if (cAchievements == null)
        {
            return;
        }

        //----------------------------------------
        //
        //----------------------------------------
        if (m_AchievementClear == null)
        {
            m_AchievementClear = new TemplateList <PacketAchievement>();
        }

        //----------------------------------------
        // アチーブメントの近々の達成済み一覧
        //----------------------------------------
        for (int i = 0; i < cAchievements.Length; i++)
        {
            if (m_AchievementClear.ChkInside(ChkInsidePacketAchievement, cAchievements[i]) == true)
            {
                continue;
            }

            //達成した種類のフラグをONにする。
            switch (cAchievements[i].achievement_category_id)
            {
            case (int)ACHIEVEMENT_CATEGORY_TYPE.DAILY:
                UserDataAdmin.Instance.SetUserFlag(UserDataAdmin.UserFlagType.GlobalMissionDaily, true);
                break;

            case (int)ACHIEVEMENT_CATEGORY_TYPE.EVENT:
                UserDataAdmin.Instance.SetUserFlag(UserDataAdmin.UserFlagType.GlobalMissionEvent, true);
                break;

            case (int)ACHIEVEMENT_CATEGORY_TYPE.NORMAL:
                UserDataAdmin.Instance.SetUserFlag(UserDataAdmin.UserFlagType.GlobalMissionNormal, true);
                break;
            }

            m_AchievementClear.Add(cAchievements[i]);
        }

        MainMenuHeader.SetupMissionClearMessage();
    }
예제 #8
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    //----------------------------------------------------------------------------

    /*!
     *          @brief	進化先のユニット情報検索
     *          @note
     */
    //----------------------------------------------------------------------------
    static public void SearchEvolList(uint unBaseUnitId, bool bAfter)
    {
        // 進化前情報を取得
        MasterDataParamCharaEvol[] cBaseUnitData = MasterDataUtil.GetCharaEvolParamFromCharaListID(unBaseUnitId, bAfter);

        bool bNewUnitId = true;

        if (cBaseUnitData != null)
        {
            for (int i = 0; i < cBaseUnitData.Length; i++)
            {
                if (cBaseUnitData[i] != null)
                {
                    uint unID = 0;

                    if (bAfter)
                    {
                        unID = cBaseUnitData[i].unit_id_after;
                    }
                    else
                    {
                        unID = cBaseUnitData[i].unit_id_pre;
                    }


                    // すでにリストに同じユニット情報があるかチェック
                    for (int j = 0; j < m_EvolBaseUnitIdList.GetLength(); j++)
                    {
                        if (m_EvolBaseUnitIdList[j] == unID)
                        {
                            bNewUnitId = false;
                            break;
                        }
                    }

                    // リストに追加されてないIDなら登録し再検索
                    if (bNewUnitId == true)
                    {
                        // 追加されてないユニット情報を追加
                        m_EvolBaseUnitIdList.Add(unID);

                        // 再検索
                        SearchEvolList(unID, bAfter);
                    }
                }
            }
        }
    }
예제 #9
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        /// <summary>
        /// Gets the template list.
        /// </summary>
        /// <param name="responce">The responce.</param>
        /// <returns>TemplateList.</returns>
        internal static TemplateList getTemplateList(HttpResponseMessage responce)
        {
            var templateList = new TemplateList();
            var jsonObj      = JsonConvert.DeserializeObject <Dictionary <string, object> >(responce.Content.ReadAsStringAsync().Result);

            if (jsonObj.ContainsKey("templates"))
            {
                var templatesArray = JsonConvert.DeserializeObject <List <object> >(jsonObj["templates"].ToString());
                foreach (var templateObj in templatesArray)
                {
                    var template = new Template();
                    template = JsonConvert.DeserializeObject <Template>(templateObj.ToString());
                    templateList.Add(template);
                }
            }
            return(templateList);
        }
예제 #10
0
        private void InitTemplate()
        {
            DirectoryInfo        folder  = new DirectoryInfo(BaseDirectoryPath);
            List <DirectoryInfo> listDic = folder.GetDirectories().Where(w => w.Name.ToUpper().Contains("Template".ToUpper())).ToList();

            if (listDic.Count > 0)
            {
                foreach (var item in listDic)
                {
                    TemplateList.Add(new KeyValue
                    {
                        Value = item.Name
                    });
                }

                TemplateInfo = TemplateList[0];

                ChangeTemplate();
            }
        }
예제 #11
0
 bool IModel.addTemplate(string tName, string tContent)
 {
     //ITemplate duplicateTemplate = this.TemplateList.FirstOrDefault(cour => cour.Tname == tName.Trim());
     //if (duplicateTemplate != null)
     //    return false;
     //else
     //{
     try
     {
         ITemplate atemplate = UserFactory.GetTemplate(tName, tContent);
         TemplateList.Add(atemplate);
         DataLayer.addNewTemplateToDB(atemplate);
         return(true);
     }
     catch (System.Exception excep)
     {
         return(false);
     }
     // }
 }
        private List <Entity> searchTaskTemplates(string[] selParameters)
        {
            List <Entity> templates     = new List <Entity>();
            List <Entity> taskTemplates = TaskTemplate.where (new Query("TaskTemplate").addTypeQuery(TypeQuery.select)
                                                              .addCondition("TaskID", "=", TaskId.ToString()), typeof(TaskTemplate));

            foreach (Entity taskTemplate in taskTemplates)
            {
                bool          canAbord   = false;
                List <Entity> parameters = models.Parameter.where (new Query("Parameter").addTypeQuery(TypeQuery.select)
                                                                   .addCondition("TaskTemplateID", "=", taskTemplate.ID.ToString()), typeof(models.Parameter));

                if (selParameters.Length == parameters.Count)
                {
                    int index = 0;
                    foreach (string parameter in selParameters)
                    {
                        if (((models.Parameter)parameters[index]).Type !=
                            Parser.SelectionParser.getTypeParameter(selParameters[index]))
                        {
                            canAbord = true;
                            break;
                        }
                        index++;
                    }
                    if (!canAbord)
                    {
                        templates.Add(taskTemplate);
                        TemplateList.Add(((TaskTemplate)taskTemplate).Name);
                    }
                }
            }
            if (templates.Count.Equals(0))
            {
                CanUseExitingTemplate = false;
            }
            return(templates);
        }
예제 #13
0
    //----------------------------------------------------------------------------

    /*!
     *  @brief	基底継承:MainMenuSeq:ページ切り替えにより有効化された際に呼ばれる関数
     *  @note	ページのレイアウト再構築を兼ねる
     */
    //----------------------------------------------------------------------------
    protected override void PageSwitchSetting(bool initalize)
    {
        base.PageSwitchSetting(initalize);

        //--------------------------------
        // 情報破棄
        //
        // リソースの参照が残ると破棄処理で抜けが生じるので
        // ページを無効にしたタイミングでも破棄するよう対応してる
        //--------------------------------
        //--------------------------------
        // オブジェクト破棄
        //--------------------------------
        if (m_AssetAutoSetBefore != null)
        {
            m_AssetAutoSetBefore.DestroyCharaMesh();
        }
        if (m_AssetAutoSetAfter != null)
        {
            m_AssetAutoSetAfter.DestroyCharaMesh();
        }

        //--------------------------------
        // 進行情報クリア
        //--------------------------------
        m_WorkStep       = STEP_000_START;
        m_WorkStepDelta  = 0;
        m_WorkStepTriger = true;
        m_CharaMeshAnim.ResetAnimation();

        //----------------------------------------
        // パッチ処理を行わないようにする.
        //----------------------------------------
        MainMenuManager.Instance.m_ResumePatchUpdateRequest = false;

        //--------------------------------
        // 進化前後のユニット情報を取得
        //--------------------------------
        PacketStructUnit cEvolUnit     = MainMenuParam.m_EvolveBaseAfter;
        PacketStructUnit cEvolUnitPrev = MainMenuParam.m_EvolveBaseBefore;

        if (cEvolUnit == null ||
            cEvolUnitPrev == null
            )
        {
            Debug.LogError("Evol Unit Error!!");
            //とりあえずホームへ
            MainMenuManager.Instance.AddSwitchRequest(MAINMENU_SEQ.SEQ_HOME_MENU, false, false);
            return;
        }

        //--------------------------------
        // 選択されているユニット情報を選定
        //--------------------------------
        uint unCharaMasterDataID     = cEvolUnit.id;        // 進化後
        uint unCharaMasterDataIDPrev = cEvolUnitPrev.id;    // 新化前

        MasterDataParamChara cCharaMasterData     = MasterDataUtil.GetCharaParamFromID(unCharaMasterDataID);
        MasterDataParamChara cCharaMasterDataPrev = MasterDataUtil.GetCharaParamFromID(unCharaMasterDataIDPrev);

        if (cCharaMasterData == null || cCharaMasterDataPrev == null)
        {
            Debug.LogError("SelectUnit MasterData Is None! - " + unCharaMasterDataID);
            return;
        }
        // 表示ユニット情報を設定
        //MainMenuParam.SetCharaDetailParam( cEvolUnit );
        m_UnitNamePanel.setup(cCharaMasterDataPrev);

        // リンクユニット情報取得
        PacketStructUnit cLinkUnit = CharaLinkUtil.GetLinkUnit(cEvolUnit);

        // 表示ユニット情報を設定
        MainMenuParam.SetCharaDetailParam(cEvolUnit, cLinkUnit);

        //----------------------------------------
        // キャラメッシュ生成
        //----------------------------------------
        {
            // 新化前ユニット
            if (m_AssetAutoSetBefore == null)
            {
                m_AssetAutoSetBefore = m_ReferObject[OBJECT_CHARA_MESH_BEFORE].AddComponent <AssetAutoSetCharaMesh>();
                m_AssetAutoSetBefore.m_AssetBundleMeshScaleUp  = true;
                m_AssetAutoSetBefore.m_AssetBundleMeshPosition = true;
            }
            m_AssetAutoSetBefore.SetCharaID(unCharaMasterDataIDPrev, true);
            // 進化後ユニット
            if (m_AssetAutoSetAfter == null)
            {
                m_AssetAutoSetAfter = m_ReferObject[OBJECT_CHARA_MESH_AFTER].AddComponent <AssetAutoSetCharaMesh>();
                m_AssetAutoSetAfter.m_AssetBundleMeshScaleUp  = true;
                m_AssetAutoSetAfter.m_AssetBundleMeshPosition = true;
            }
            m_AssetAutoSetAfter.SetCharaID(unCharaMasterDataID, true);
        }

        {
            TemplateList <uint> cPartsUnitIDList = new TemplateList <uint>();
            for (int i = 0; i < MainMenuParam.m_EvolveParts.m_BufferSize; i++)
            {
                cPartsUnitIDList.Add(MainMenuParam.m_EvolveParts[i].id);
            }

            m_EvolCutinParts = new MainMenuCutin[cPartsUnitIDList.m_BufferSize];
            for (int i = 0; i < cPartsUnitIDList.m_BufferSize; i++)
            {
                m_EvolCutinParts[i] = new MainMenuCutin();
                m_EvolCutinParts[i].Setup(m_ReferObject[OBJECT_CUTIN_PARENT], cPartsUnitIDList[i], MainMenuDefine.CUTIN_OBJ_TYPE_COST);
            }
        }

        //----------------------------------------
        // とりあえず非表示へ
        //----------------------------------------
        m_LayoutWindow.SetLayoutAllDisable();
        m_LayoutEvolve.SetLayoutAllDisable();
        m_LayoutCategory.SetLayoutAllDisable();

        //遷移ボタン非表示
        m_UnitResultButton.IsActiveButton1 = false;
        m_UnitResultButton.IsActiveButton2 = false;
    }
예제 #14
0
        private static void buildDefaultInfoSub(Transform trans, TemplateList <DefaultInfo> scale_info)
        {
            ParticleSystem particle_system = trans.GetComponent <ParticleSystem>();

            if (particle_system != null)
            {
                DefaultInfo default_info;
                //				default_info.m_SizeScale = particle_system.main.startSizeMultiplier;
                default_info.m_SpeedScale = particle_system.main.simulationSpeed;
#if DEBUG
                if (particle_system.main.scalingMode != ParticleSystemScalingMode.Shape)
                {
                    // ここのスケーリング処理は scalingMode が Shape の場合のみ対応しているのでそれ以外の時はどうなるか不明.
                    Debug.LogError("エフェクトデータの scalingMode 要確認:" + particle_system.gameObject.name);
                }
#endif

#if REPLACE_SHADER
                default_info.m_Materials = null;
                ParticleSystemRenderer particle_system_renderer = particle_system.GetComponent <ParticleSystemRenderer>();
                if (particle_system_renderer != null)
                {
                    bool is_replace = false;
                    for (int idx = 0; idx < particle_system_renderer.sharedMaterials.Length; idx++)
                    {
                        Material material = particle_system_renderer.sharedMaterials[idx];
                        if (material != null &&
                            material.shader != null &&
                            material.shader.isSupported == false
                            )
                        {
                            is_replace = true;
                            break;
                        }
                    }

                    if (is_replace)
                    {
                        default_info.m_Materials = new Material[particle_system_renderer.sharedMaterials.Length];
                        for (int idx = 0; idx < default_info.m_Materials.Length; idx++)
                        {
                            Material base_material = particle_system_renderer.sharedMaterials[idx];
                            if (base_material != null)
                            {
                                Material material = new Material(base_material);

                                Shader shader = Shader.Find(base_material.shader.name);
                                if (shader != null)
                                {
                                    material.shader = shader;
                                }

                                default_info.m_Materials[idx] = material;
                            }
                        }
                    }
                }
#endif //REPLACE_SHADER

                scale_info.Add(default_info);
            }

            for (int idx = 0; idx < trans.childCount; idx++)
            {
                Transform child_trans = trans.GetChild(idx);
                buildDefaultInfoSub(child_trans, scale_info);
            }
        }
예제 #15
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	レイアウト初期化登録:レイアウト追加
     *          @param	int				( nLayoutID			)	: レイアウトID
     *          @param	GameObject		( cOriginObj		)	: レイアウトに登録するオブジェクト
     *          @param	bool			( bInstantiate		)	: レイアウトに登録するオブジェクトの複製フラグ
     *          @param	GameObject		( cParentObj		)	: レイアウトの親になるオブジェクト
     *          @param	Type			( cComponentType	)	: レイアウトに接続するコンポーネント(LayoutSwitchSeq継承限定)
     */
    //----------------------------------------------------------------------------
    public bool SetLayoutSwitch(int nLayoutID, GameObject cOriginObj, bool bInstantiate, GameObject cParentObj, Type cComponentType)
    {
        //--------------------------------
        // エラーチェック
        //--------------------------------
        if (cOriginObj == null)
        {
            Debug.LogError("Layout Add Error! - " + nLayoutID);
            return(false);
        }

        //--------------------------------
        // 同じレイアウトIDのオブジェクトがすでに登録されてないかチェック
        //--------------------------------
        for (int i = 0; i < m_LaytoutList.m_BufferSize; i++)
        {
            if (m_LaytoutList[i] == null ||
                m_LaytoutList[i].m_LayoutID != nLayoutID
                )
            {
                continue;
            }

            Debug.LogError("LayoutID Error! - " + nLayoutID);
            return(false);
        }


        //--------------------------------
        //
        //--------------------------------
        LayoutSwitchObj cLayoutSwitchObj = new LayoutSwitchObj();

        if (bInstantiate == true)
        {
            //--------------------------------
            // 複製指定の場合はオブジェクトを複製する
            //
            // 起動時間短縮のため、複製の場合はその場で複製せず、表示が有効になった瞬間に実体を生成する
            //--------------------------------
            cLayoutSwitchObj.m_PrentObject      = cParentObj;
            cLayoutSwitchObj.m_OriginComponent  = cComponentType;
            cLayoutSwitchObj.m_OriginObject     = cOriginObj;
            cLayoutSwitchObj.m_OriginObjectPath = "";
            cLayoutSwitchObj.m_LayoutGameObj    = null;
            cLayoutSwitchObj.m_LayoutSwitchSeq  = null;
            //			cLayoutSwitchObj.m_LayoutGameObj		= Instantiate( cOriginObj ) as GameObject;
            //			cLayoutSwitchObj.m_LayoutSwitchSeq		= cLayoutSwitchObj.m_LayoutGameObj.AddComponent( cComponentType.Name ) as LayoutSwitchSeq;
            cLayoutSwitchObj.m_LayoutID          = nLayoutID;
            cLayoutSwitchObj.m_LayoutInstantiate = true;
        }
        else
        {
            //--------------------------------
            // 複製しない場合はオブジェクト自体を追加登録する
            //--------------------------------
            cLayoutSwitchObj.m_PrentObject       = cParentObj;
            cLayoutSwitchObj.m_OriginComponent   = null;
            cLayoutSwitchObj.m_OriginObject      = null;
            cLayoutSwitchObj.m_OriginObjectPath  = "";
            cLayoutSwitchObj.m_LayoutGameObj     = cOriginObj;
            cLayoutSwitchObj.m_LayoutSwitchSeq   = cLayoutSwitchObj.m_LayoutGameObj.AddComponent(cComponentType) as LayoutSwitchSeq;
            cLayoutSwitchObj.m_LayoutID          = nLayoutID;
            cLayoutSwitchObj.m_LayoutInstantiate = false;


            //--------------------------------
            // オブジェクトの親としてNGUI階層を設定
            //--------------------------------
            if (cParentObj != null)
            {
                Vector3 vLocalPos   = cLayoutSwitchObj.m_LayoutGameObj.transform.localPosition;
                Vector3 vLocalScale = cLayoutSwitchObj.m_LayoutGameObj.transform.localScale;

                cLayoutSwitchObj.m_LayoutGameObj.transform.SetParent(cParentObj.transform, false);
                //cLayoutSwitchObj.m_LayoutGameObj.transform.parent			= cParentObj.transform;
                //cLayoutSwitchObj.m_LayoutGameObj.transform.localPosition	= vLocalPos;
                //cLayoutSwitchObj.m_LayoutGameObj.transform.localScale		= vLocalScale;
            }

            //--------------------------------
            // 初期化中のレイアウトを見られたくないので
            // 一時的に表示しないレイヤーに設定する
            //--------------------------------
            UnityUtil.SetObjectLayer(cLayoutSwitchObj.m_LayoutGameObj, LayerMask.NameToLayer("DRAW_CLIP"));
        }

        /*
         *      //--------------------------------
         *      // 有効化しないとStart関数まで行きつかないらしい。
         *      // 黒フェードで隠すことを想定して最初は全て有効化する
         *      //--------------------------------
         *      UnityUtil.SetObjectEnabledFix( cLayoutSwitchObj.m_LayoutGameObj , true );
         */
        //--------------------------------
        // オブジェクトを登録
        //--------------------------------
        m_LaytoutList.Add(cLayoutSwitchObj);
        return(true);
    }
예제 #16
0
    static private int CreateQuestBuildBattle(
        int nFloor
        , ref TemplateList <ServerDataDefine.PacketStructQuest2BuildBattle> rcBattleList
        , ref TemplateList <ServerDataDefine.PacketStructQuest2BuildDrop> rcDropList
        , MasterDataEnemyGroup cEnemyGroup)
    {
        if (cEnemyGroup == null)
        {
            return(0);
        }

        //----------------------------------------
        // グループに内包されるエネミー一覧を生成
        //----------------------------------------
        TemplateList <MasterDataParamEnemy> cEnemyList = new TemplateList <MasterDataParamEnemy>();
        MasterDataParamEnemy cEnemyData1 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_1);
        MasterDataParamEnemy cEnemyData2 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_2);
        MasterDataParamEnemy cEnemyData3 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_3);
        MasterDataParamEnemy cEnemyData4 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_4);
        MasterDataParamEnemy cEnemyData5 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_5);
        MasterDataParamEnemy cEnemyData6 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_6);
        MasterDataParamEnemy cEnemyData7 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_7);

        if (cEnemyData1 != null)
        {
            cEnemyList.Add(cEnemyData1);
        }
        if (cEnemyData2 != null)
        {
            cEnemyList.Add(cEnemyData2);
        }
        if (cEnemyData3 != null)
        {
            cEnemyList.Add(cEnemyData3);
        }
        if (cEnemyData4 != null)
        {
            cEnemyList.Add(cEnemyData4);
        }
        if (cEnemyData5 != null)
        {
            cEnemyList.Add(cEnemyData5);
        }
        if (cEnemyData6 != null)
        {
            cEnemyList.Add(cEnemyData6);
        }
        if (cEnemyData7 != null)
        {
            cEnemyList.Add(cEnemyData7);
        }


        //----------------------------------------
        // グループ内のエネミーリストから実際に出現するエネミーを並べる
        //----------------------------------------
        TemplateList <int> cEnemyFixAccessList = new TemplateList <int>();

        ServerDataDefine.PacketStructQuest2BuildBattle cBattle = new ServerDataDefine.PacketStructQuest2BuildBattle();
        if (cEnemyGroup.fix == MasterDataDefineLabel.BoolType.ENABLE)
        {
            //----------------------------------------
            // 完全固定で並べる場合
            //----------------------------------------
            cEnemyFixAccessList.Alloc(cEnemyList.m_BufferSize);
            for (int i = 0; i < cEnemyList.m_BufferSize; i++)
            {
                cEnemyFixAccessList.Add(i);
            }
        }
        else
        {
            //----------------------------------------
            // ランダムで並べる場合
            //----------------------------------------
            int nTotalEnemyCt = (int)RandManager.GetRand((uint)cEnemyGroup.num_min, (uint)cEnemyGroup.num_max);
            cEnemyFixAccessList.Alloc(nTotalEnemyCt);
            for (int i = 0; i < nTotalEnemyCt; i++)
            {
                int nEnemyListAccess = (int)RandManager.GetRand(0, (uint)cEnemyList.m_BufferSize);
                cEnemyFixAccessList.Add(nEnemyListAccess);
            }
        }

        //----------------------------------------
        // ドロップ判定
        //----------------------------------------
        cBattle.floor      = nFloor;
        cBattle.enemy_list = new uint[cEnemyFixAccessList.m_BufferSize];
        cBattle.drop_list  = new int[cEnemyFixAccessList.m_BufferSize];
        bool bDropFixed = false;

        for (int i = 0; i < cEnemyFixAccessList.m_BufferSize; i++)
        {
            //----------------------------------------
            // 基本情報入力
            //----------------------------------------
            cBattle.enemy_list[i] = cEnemyList[cEnemyFixAccessList[i]].fix_id;
            cBattle.drop_list[i]  = 0;

#if BUILD_TYPE_DEBUG
            Debug.Log("EnemyBattle - " + cEnemyList[cEnemyFixAccessList[i]].fix_id);
#endif
            //----------------------------------------
            // ドロップ判定
            //----------------------------------------
            if (bDropFixed == true)
            {
                continue;
            }
            MasterDataParamEnemy cEnemyFixParam = cEnemyList[cEnemyFixAccessList[i]];
            uint unDropRand = RandManager.GetRand(0, 10000);
            if (cEnemyFixParam.drop_unit_rate < unDropRand)
            {
                //----------------------------------------
                // ドロップ確定!
                // パラメータを保持しておく
                //----------------------------------------
                ServerDataDefine.PacketStructQuest2BuildDrop cDropData = new ServerDataDefine.PacketStructQuest2BuildDrop();
                cDropData.item_id = (int)cEnemyFixParam.drop_unit_id;
                if (cDropData.item_id == 0)
                {
                    cDropData.setKindType(ServerDataDefine.PacketStructQuest2BuildDrop.KindType.NONE);
                }
                else
                {
                    cDropData.setKindType(ServerDataDefine.PacketStructQuest2BuildDrop.KindType.UNIT);
                }
                cDropData.plus_hp   = 0;
                cDropData.plus_pow  = 0;
                cDropData.unique_id = (rcDropList.m_BufferSize + 1);
                cDropData.floor     = nFloor;

                rcDropList.Add(cDropData);

                cBattle.drop_list[i] = cDropData.unique_id;

                bDropFixed = true;
            }
        }

        //----------------------------------------
        // 戦闘連鎖があるなら連鎖も加味
        //----------------------------------------
        if (cEnemyGroup.chain_id > 0)
        {
            MasterDataEnemyGroup cChainEnemyGroup = BattleParam.m_MasterDataCache.useEnemyGroup(cEnemyGroup.chain_id);
            cBattle.chain = CreateQuestBuildBattle(nFloor, ref rcBattleList, ref rcDropList, cChainEnemyGroup);
        }

        //----------------------------------------
        // 情報を加算して管理番号を返す
        //----------------------------------------
        cBattle.unique_id = rcBattleList.m_BufferSize + 1;
        rcBattleList.Add(cBattle);


        return(cBattle.unique_id);
    }
예제 #17
0
 public void RegisterTemplates(TemplateList templates)
 {
     templates.Add("AddThisButton", ".post .content", SelectorType.AppendTo, "Item");
 }
예제 #18
0
 public void RegisterTemplates(TemplateList templates)
 {
     templates.Add("MarkAsSpam", "ul.comments li div.flags", SelectorType.AppendTo, "ListForAdmin", "Comment");
     templates.Add("MarkAsSpam", "ul.comments li div.flags", SelectorType.AppendTo, "Item", "Comment");
 }
 internal static TemplateList getTemplateList(HttpResponseMessage responce)
 {
     var templateList = new TemplateList();
     var jsonObj = JsonConvert.DeserializeObject<Dictionary<string, object>>(responce.Content.ReadAsStringAsync().Result);
     if (jsonObj.ContainsKey("templates"))
     {
         var templatesArray = JsonConvert.DeserializeObject<List<object>>(jsonObj["templates"].ToString());
         foreach(var templateObj in templatesArray)
         {
             var template = new Template();
             template = JsonConvert.DeserializeObject<Template>(templateObj.ToString());
             templateList.Add(template);
         }
     }
     return templateList;
 }
예제 #20
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	コンポーネントを保持するオブジェクトの探索
     */
    //----------------------------------------------------------------------------
    static public void SearchAnimationObj(GameObject cRootObj, bool bRoot, ref TemplateList <AnimationClipObj> cSearchObjList)
    {
        //------------------------------
        //
        //------------------------------
        if (cRootObj == null)
        {
            return;
        }

        //------------------------------
        // コンポーネント取得
        //------------------------------
        AnimationClipFade cAnimationClipFade = cRootObj.GetComponent <AnimationClipFade>();

        //------------------------------
        // ルート限定チェック
        //------------------------------
        if (cAnimationClipFade != null &&
            cAnimationClipFade.m_GroupTopFix == true
            )
        {
            //------------------------------
            // AnimationClipFadeTopと同階層でのみ登録を認める。
            // ルートでない場合には以下の階層を辿らせないようにリターン
            //------------------------------
            if (bRoot == false)
            {
                return;
            }
        }

        //------------------------------
        // コンポーネントを記憶
        //------------------------------
        if (cAnimationClipFade != null)
        {
            AnimationClipObj cAnimationClipObj = new AnimationClipObj();
            cAnimationClipObj.m_AnimationObject = cRootObj;
            cAnimationClipObj.m_AnimationClip   = cAnimationClipFade;

            cSearchObjList.Add(cAnimationClipObj);
        }

        //--------------------------------
        // 再帰処理で子供を全てチェック
        //--------------------------------
#if true // @Change Developer 2015/11/04 warning除去。
        int nChildCount = cRootObj.transform.childCount;
        for (int i = 0; i < nChildCount; i++)
#else
        for (int i = 0; i < cRootObj.transform.GetChildCount(); i++)
#endif
        {
            GameObject cChildObj = cRootObj.transform.GetChild(i).gameObject;
            if (cChildObj == null)
            {
                continue;
            }

            SearchAnimationObj(cChildObj, false, ref cSearchObjList);
        }

        return;
    }
예제 #21
0
 public void RegisterTemplates(TemplateList templates)
 {
     templates.Add("Gamercard", "div.secondary div.search", SelectorType.InsertAfter);
 }
예제 #22
0
 public void RegisterTemplates(TemplateList templates)
 {
     templates.Add("PostCheckBox", ".commenting", SelectorType.InsertAfter, "ItemAdd");
     templates.Add("PostCheckBox", ".commenting", SelectorType.InsertAfter, "ItemEdit");
 }
예제 #23
0
    //----------------------------------------------------------------------------
    //	@brief		ボイス再生
    //	@param[in]	fix_id			オーディオ再生情報マスターFixID
    //	@param[out]	playTime		クリップの長さ
    //----------------------------------------------------------------------------
    public void PlayVoice(uint fix_id, out float playTime)
    {
        playTime = 0.0f;


        try
        {
            if (m_AudioClipTable == null)
            {
                return;
            }

            MasterDataAudioData audioData = GetAudioMaster(fix_id);
            if (audioData == null)
            {
                return;
            }

            if (audioData.res_name != string.Empty)
            {
                AudioClip clip;
                bool      ret;

                //	fix_idに該当するオーディオクリップの取得
                ret = m_AudioClipTable.TryGetValue(fix_id, out clip);
                if (ret)
                {
                    //	通常再生
                    m_AudioSrcVoice.PlayOneShot(m_AudioClipTable[fix_id], audioData.vol_lv / 100.0f);
                    if (audioData.ducking_disable != MasterDataDefineLabel.BoolType.ENABLE)
                    {
                        //	再生時間を返す
                        playTime = m_AudioClipTable[fix_id].length;
                    }
                }
            }
            else
            {
                //	ランダム再生
                m_WorkSelectVoice.Clear();

                uint id = 0;

                if (audioData.rand_id_00 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_00);
                }
                if (audioData.rand_id_01 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_01);
                }
                if (audioData.rand_id_02 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_02);
                }
                if (audioData.rand_id_03 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_03);
                }
                if (audioData.rand_id_04 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_04);
                }
                if (audioData.rand_id_05 != 0)
                {
                    m_WorkSelectVoice.Add(audioData.rand_id_05);
                }

                int nSelect = (int)RandManager.GetRand(0, (uint)m_WorkSelectVoice.m_BufferSize);
                id = m_WorkSelectVoice[nSelect];


                //	再生する音が選択できたらもう一度呼出
                PlayVoice(id, out playTime);
            }
        }
        catch (Exception e)
        {
            Debug.LogError(e.Message);
        }
    }
예제 #24
0
    // Update is called once per frame
    void Update()
    {
        if (DebugOptionInGame.Instance == null)
        {
            return;
        }

        if (m_TestGameManager == null)
        {
            return;
        }

        switch (m_Status)
        {
        case eStatus.API_QUEST_START:
        {
            if (DebugOptionInGame.Instance.inGameDebugDO.m_UseAPI == true)
            {
                m_HelperIndex = RandManager.GetRand(0, (uint)(UserDataAdmin.Instance.m_StructHelperList.Length - 1));
                PacketStructFriend cHelper = null;
                if (UserDataAdmin.Instance.m_StructFriendList.Length > 0 &&
                    UserDataAdmin.Instance.m_StructFriendList[0] != null)
                {
                    cHelper = UserDataAdmin.Instance.m_StructFriendList[0];
                }
                else if (UserDataAdmin.Instance.m_StructHelperList.Length > 0)
                {
                    cHelper = UserDataAdmin.Instance.m_StructHelperList[m_HelperIndex];
                }
                {
                    ServerDataUtilSend.SendPacketAPI_Quest2Start(
                        DebugOptionInGame.Instance.inGameDebugDO.m_QuestId,
                        0,
                        cHelper.user_id,
                        cHelper.unit,
                        false,
                        UserDataAdmin.Instance.m_StructPlayer.unit_party_current,
                        0,
                        0,
                        null,
                        false
                        )
                    .setSuccessAction(_data =>
                        {
                            if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null)
                            {
                                SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build();
                            }
                            SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = _data.GetResult <RecvQuest2Start>().result.quest;
                            m_Status = eStatus.DATA_CREATE;
                        })
                    .setErrorAction(data =>
                        {
                            Debug.LogErrorFormat("[TestGameMain] Quest2Start API Error [{0}] : QuestId = {1}", data.m_PacketCode.ToString(), DebugOptionInGame.Instance.inGameDebugDO.m_QuestId.ToString());
                            m_TestGameManager.Message_text = "API Error\r\n [" + data.m_PacketCode.ToString() + "]";
                        })
                    .SendStart();
                    m_Status = eStatus.NONE;
                }
            }
            else
            {
                if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null)
                {
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build();
                }
                {
                    MasterDataQuest2        masterDataQuest2 = MasterDataUtil.GetQuest2ParamFromID(DebugOptionInGame.Instance.inGameDebugDO.m_QuestId);
                    PacketStructQuest2Build cQuestBuild      = new PacketStructQuest2Build();
                    int floor_size = 2;
                    //----------------------------------------
                    // 最終的な構築情報を格納する領域を確保
                    //----------------------------------------
                    TemplateList <PacketStructQuest2BuildBattle> acQuestBuildBattle = new TemplateList <PacketStructQuest2BuildBattle>();
                    TemplateList <PacketStructQuest2BuildDrop>   acQuestBuildDrop   = new TemplateList <PacketStructQuest2BuildDrop>();
                    acQuestBuildBattle.Alloc(64);

                    int nFloorDataAccess = 0;
                    cQuestBuild.boss = new int[floor_size];

                    for (int i = 0; i < floor_size; i++)
                    {
                        nFloorDataAccess = (i - 1);
                        if (nFloorDataAccess < 0)
                        {
                            continue;
                        }
                        //----------------------------------------
                        //	0番目要素ダミーデータの入力
                        //----------------------------------------
                        PacketStructQuest2BuildBattle build_param_battle = new PacketStructQuest2BuildBattle();
                        if (build_param_battle != null)
                        {
                            build_param_battle.unique_id         = 0;
                            build_param_battle.enemy_list        = null;
                            build_param_battle.drop_list         = null;
                            build_param_battle.chain             = 0;
                            build_param_battle.chain_turn_offset = 0;
                            build_param_battle.bgm_id            = 0;

                            acQuestBuildBattle.Add(build_param_battle);
                        }

                        //----------------------------------------
                        // 戦闘情報を設定
                        //----------------------------------------
                        int battle_num = MasterDataUtil.GetQuest2BattleNum(masterDataQuest2.fix_id);
                        for (int j = 0; j < battle_num; j++)
                        {
                            uint enemy_group_id = MasterDataUtil.GetQuest2EnemyGroup(masterDataQuest2.fix_id, j);
                            if (enemy_group_id == 0)
                            {
                                continue;
                            }

                            MasterDataEnemyGroup acMasterGroupEnemy = ServerFogery_GetEnemyGroupFromID(enemy_group_id);
                            if (acMasterGroupEnemy == null)
                            {
                                Debug.LogError("EnemyGroup not found id = " + enemy_group_id);
                                continue;
                            }
                            CreateQuestBuildBattle(
                                i
                                , ref acQuestBuildBattle
                                , ref acQuestBuildDrop
                                , acMasterGroupEnemy
                                );
                        }
                        //----------------------------------------
                        // ボス戦闘情報を設定
                        //----------------------------------------
                        cQuestBuild.boss[i] = 0;
                        if (masterDataQuest2.boss_group_id > 0)
                        {
                            MasterDataEnemyGroup cBossEnemyGroup = ServerFogery_GetEnemyGroupFromID(masterDataQuest2.boss_group_id);
                            if (cBossEnemyGroup != null)
                            {
                                cQuestBuild.boss[i] = CreateQuestBuildBattle(
                                    i
                                    , ref acQuestBuildBattle
                                    , ref acQuestBuildDrop
                                    , cBossEnemyGroup
                                    );
                            }
                            else
                            {
                                Debug.LogError("EnemyGroup not found Boss id = " + masterDataQuest2.boss_group_id);
                            }
                        }
                    }

                    TemplateList <MasterDataParamEnemy>       e_param_list     = new TemplateList <MasterDataParamEnemy>();
                    TemplateList <MasterDataEnemyActionParam> e_act_param_list = new TemplateList <MasterDataEnemyActionParam>();
                    TemplateList <MasterDataEnemyActionTable> e_act_table_list = new TemplateList <MasterDataEnemyActionTable>();

                    for (int i = 0; i < acQuestBuildBattle.m_BufferSize; i++)
                    {
                        if (acQuestBuildBattle[i] == null)
                        {
                            continue;
                        }

                        if (acQuestBuildBattle[i].enemy_list == null)
                        {
                            continue;
                        }

                        for (int j = 0; j < acQuestBuildBattle[i].enemy_list.Length; j++)
                        {
                            if (acQuestBuildBattle[i].enemy_list[j] == 0)
                            {
                                continue;
                            }

                            MasterDataParamEnemy enemy_param = ServerForgery_GetEnemyParamFromID(acQuestBuildBattle[i].enemy_list[j]);
                            e_param_list.Add(enemy_param);

                            int[] table_id = { enemy_param.act_table1,
                                               enemy_param.act_table2,
                                               enemy_param.act_table3,
                                               enemy_param.act_table4,
                                               enemy_param.act_table5,
                                               enemy_param.act_table6,
                                               enemy_param.act_table7,
                                               enemy_param.act_table8 };

                            for (int k = 0; k < table_id.Length; k++)
                            {
                                if (table_id[k] == 0)
                                {
                                    continue;
                                }

                                MasterDataEnemyActionTable table = ServerFogery_GetEnemyActionTable(table_id[k]);
                                e_act_table_list.Add(table);

                                int[] action_id = { table.action_param_id1,
                                                    table.action_param_id2,
                                                    table.action_param_id3,
                                                    table.action_param_id4,
                                                    table.action_param_id5,
                                                    table.action_param_id6,
                                                    table.action_param_id7,
                                                    table.action_param_id8 };

                                for (int l = 0; l < action_id.Length; l++)
                                {
                                    e_act_param_list.Add(GetEnemyActionParam(action_id[l]));
                                }
                            }
                        }
                    }


                    //----------------------------------------
                    // 構築した動的要素を配列化して受け渡し
                    //----------------------------------------
                    cQuestBuild.list_drop       = acQuestBuildDrop.ToArray();
                    cQuestBuild.list_battle     = acQuestBuildBattle.ToArray();
                    cQuestBuild.list_e_param    = e_param_list.ToArray();
                    cQuestBuild.list_e_actparam = e_act_param_list.ToArray();
                    cQuestBuild.list_e_acttable = e_act_table_list.ToArray();

                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = cQuestBuild;
                }
                m_Status = eStatus.DATA_CREATE;
            }
        }
        break;

        case eStatus.DATA_CREATE:
        {
            {
                MasterDataQuest2 masterDataQuest = MasterDataUtil.GetQuest2ParamFromID(DebugOptionInGame.Instance.inGameDebugDO.m_QuestId);
                //----------------------------------------
                // ダミーパラメータを設定
                //----------------------------------------
                if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2 == null)
                {
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2 = new SceneGoesParamToQuest2();
                }
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestAreaID    = masterDataQuest.area_id;
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestMissionID = masterDataQuest.fix_id;
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestRandSeed  = RandManager.GetRand();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_IsUsedAutoPlay = false;

                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param = new UserDataUnitParam();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param = new UserDataUnitParam();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param = new UserDataUnitParam();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param = new UserDataUnitParam();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param = new UserDataUnitParam();

                if (DebugOptionInGame.Instance.inGameDebugDO.m_DebugParty == false &&
                    UserDataAdmin.Instance != null &&
                    UserDataAdmin.Instance.m_StructHelperList.IsNullOrEmpty() != true &&
                    UserDataAdmin.Instance.m_StructPartyAssign.IsNullOrEmpty() != true)
                {
                    PacketStructFriend cHelper      = UserDataAdmin.Instance.m_StructHelperList[m_HelperIndex];
                    int nPartyCurrent               = UserDataAdmin.Instance.m_StructPlayer.unit_party_current;
                    PacketStructUnit[] acUnitStruct =
                    {
                        UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][0]
                        , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][1]
                        , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][2]
                        , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][3]
                        , cHelper.unit
                    };
                    UserDataUnitParam[] acUnitParam =
                    {
                        SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param,
                        SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param,
                        SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param,
                        SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param,
                        SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param,
                    };
                    for (int i = 0; i < acUnitStruct.Length; i++)
                    {
                        if (acUnitStruct[i] != null)
                        {
                            acUnitParam[i].m_UnitDataID            = acUnitStruct[i].id;
                            acUnitParam[i].m_UnitParamLevel        = (int)acUnitStruct[i].level;
                            acUnitParam[i].m_UnitParamEXP          = (int)acUnitStruct[i].exp;
                            acUnitParam[i].m_UnitParamUniqueID     = acUnitStruct[i].unique_id;
                            acUnitParam[i].m_UnitParamLimitBreakLV = (int)acUnitStruct[i].limitbreak_lv;
                            acUnitParam[i].m_UnitParamLimitOverLV  = (int)acUnitStruct[i].limitover_lv;
                            acUnitParam[i].m_UnitParamPlusPow      = (int)acUnitStruct[i].add_pow;
                            acUnitParam[i].m_UnitParamPlusHP       = (int)acUnitStruct[i].add_hp;
                        }
                    }
                }
                else
                {
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitDataID     = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara0_id;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitDataID     = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara1_id;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitDataID     = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara2_id;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitDataID     = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara3_id;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitDataID     = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara4_id;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara0_level;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara1_level;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara2_level;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara3_level;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara4_level;

                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamEXP = 100;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamEXP = 100;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamEXP = 100;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamEXP = 100;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamEXP = 100;

                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamUniqueID = 1;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamUniqueID = 2;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamUniqueID = 3;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamUniqueID = 4;
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamUniqueID = 5;
                }

                LocalSaveManager.Instance.SaveFuncGoesToQuest2Start(SceneGoesParam.Instance.m_SceneGoesParamToQuest2);
                LocalSaveManager.Instance.SaveFuncGoesToQuest2Restore(null);
                DebugOptionInGame.Instance.m_Quest2Build = SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild;
                SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2);
            }
            m_Status = eStatus.NONE;
        }
        break;

        case eStatus.DATA_RESTORE:
        {
            {
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2        = LocalSaveManager.Instance.LoadFuncGoesToQuest2Start();
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2Restore = LocalSaveManager.Instance.LoadFuncGoesToQuest2Restore();
                if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null)
                {
                    SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build();
                }
                SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = DebugOptionInGame.Instance.m_Quest2Build;
                SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2);
            }
            m_Status = eStatus.NONE;
        }
        break;

        default:
            break;
        }
    }