public EmoticonCondition(eActivationType _type, eAutoCondition _condition, int _prob, int _cool) { m_ActivationType = _type; m_AutoCondition = _condition; m_Prob = _prob; m_Cool = _cool; }
void ConditionCoolProcess(Tbl_Emoticon_Record _record, eAutoCondition _condition) { // StartCoroutine(ConditionCoolProcess_CR(_record, _condition)); // if(m_dicConditionCool.ContainsKey(_condition) == false) // m_dicConditionCool.Add(_condition, _record.GetConditionCool(_condition)); // else // m_dicConditionCool[_condition] = _record.GetConditionCool(_condition); m_ConditionCool[(int)_condition] = _record.GetConditionCool(_condition) * 0.001f; }
bool CheckEnableConditon(eAutoCondition _condition) { // if(m_dicConditionCool.ContainsKey(_condition) == false) // return true; // else if(m_dicConditionCool[_condition] <= 0f) // return true; // else // return false; if(m_ConditionCool[(int)_condition] <= 0f) return true; else return false; }
void ConditionProcess(Tbl_Emoticon_Record _record, eAutoCondition _condition) { if(AsGameMain.GetOptionState(OptionBtnType.OptionBtnType_AutoChat) == false) return; if(_record == null) return; if(CheckEnableConditon(_condition) == true) ConditionCoolProcess(_record, _condition); else return; switch(_record.GetConditionActivation(_condition)) { case eActivationType.NONE: Debug.LogWarning("AsEmoticonManager::ConditionProcess: cannot be process in this condition = " + eActivationType.NONE); break; case eActivationType.Auto: Request_Emoticon(_record.Index - 1); break; case eActivationType.Choice: m_ReservedRecord = _record; // button init m_Button = Instantiate(ResourceLoad.LoadGameObject("UI/Optimization/Prefab/GUI_Balloon_ChatMacro")) as GameObject; AsChatMacroContainer container = m_Button.GetComponent<AsChatMacroContainer>(); container.ButtonActivate(_record.Index - 1);//, OnIconClicked); // string path = "Btn_"; // if(m_ReservedRecord.Section == eEmoticonType.Normal) // path += "Normal_" + (m_ReservedRecord.Index + AsEmoticonPanel.s_BtnCount - 1); // else // path += "Hunting_" + (m_ReservedRecord.Index - 1); // Transform buttons = m_Button.transform.Find("Buttons"); // Transform child = buttons.transform.Find(path); // child.parent = m_Button.transform; // Destroy(buttons.gameObject); // Destroy(m_Button, 3f); AsSkillCoolTimeAlramDelegatorManager.Instance.DestroyAlarm(); // UIButton btn = child.GetComponent<UIButton>(); // btn.SetInputDelegate(OnIconClicked); break; } }
public Tbl_Emoticon_Record GetRecordByCondition(eAutoCondition _condition) { if(m_mdicCondition.ContainsKey(_condition) == true && m_mdicCondition[_condition].Count > 0) { int idx = UnityEngine.Random.Range(0, m_mdicCondition[_condition].Count); return m_mdicCondition[_condition][idx]; } else { Debug.LogWarning("Tbl_Emoticon_Table::GetRecordByCondition: " + _condition + " is not found."); return null; } // return null; // if(m_dicCondition.ContainsKey(_condition) == true) // return m_dicCondition[_condition]; // else // { // Debug.LogError("Tbl_Emoticon_Table::GetRecordByCondition: " + _condition + " is not found."); // return null; // } }
public eActivationType GetConditionActivation(eAutoCondition _condition) { foreach(EmoticonCondition node in m_listCondition) { if(node.AutoCondition == _condition) return node.ActivationType; } return eActivationType.NONE; }
public int GetConditionProb(eAutoCondition _condition) { foreach(EmoticonCondition node in m_listCondition) { if(node.AutoCondition == _condition) return node.Prob; } return 0; }
// eAutoCondition m_AutoCondition; // public eAutoCondition AutoCondition // { // get // { // foreach(EmoticonCondition node in m_listCondition) // { // // } // return m_AutoCondition; // } // } public bool CheckContainCondition(eAutoCondition _condition) { foreach(EmoticonCondition node in m_listCondition) { if(node.AutoCondition == _condition) return true; } return false; }
public Tbl_Emoticon_Record GetEmoticonByCondition(eAutoCondition _condition) { return m_Tbl_Emoticon.GetRecordByCondition(_condition); }