예제 #1
0
        private IEnumerator OnReciveRewardMaterials(IReward_Material[] materials)
        {
            TrophyUtil.Unlock_Material();
            bool recived = false;
            UIGetRewardDialog rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>();
            List <IReward>    rewardMaterials      = new List <IReward>();

            foreach (IReward_Material material in materials)
            {
                rewardMaterials.Add(material);
            }
            IReward[] rewards = rewardMaterials.ToArray();
            rewardMateralsDialog.Initialize(rewards);
            rewardMateralsDialog.SetOnDialogClosedCallBack(delegate
            {
                recived = true;
                rewardMateralsDialog.Close();
                UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject);
            });
            KeyControl rewardDialogKeyController = rewardMateralsDialog.Show();

            ChangeKeyController(rewardDialogKeyController);
            while (!recived)
            {
                yield return(new WaitForSeconds(0.5f));
            }
        }
예제 #2
0
        private IEnumerator OnReciveRewardItems(Reward_Useitems useItems)
        {
            bool recived = false;
            UIGetRewardDialog     rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>();
            List <Reward_Useitem> rewardItems          = new List <Reward_Useitem>();

            IReward_Useitem[] rewards = useItems.Rewards;
            for (int i = 0; i < rewards.Length; i++)
            {
                Reward_Useitem iMaterial  = (Reward_Useitem)rewards[i];
                Reward_Useitem rewardItem = iMaterial;
                rewardItems.Add(rewardItem);
            }
            rewardMateralsDialog.Initialize(rewardItems.ToArray());
            rewardMateralsDialog.SetOnDialogClosedCallBack(delegate
            {
                recived = true;
                rewardMateralsDialog.Close();
                UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject);
            });
            KeyControl rewardDialogKeyController = rewardMateralsDialog.Show();

            ChangeKeyController(rewardDialogKeyController);
            while (!recived)
            {
                yield return(new WaitForSeconds(0.5f));
            }
        }
예제 #3
0
        private IEnumerator OnReciveRewardFurniture(Reward_Furniture reward)
        {
            bool recived = false;
            UIGetRewardDialog rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>();

            rewardMateralsDialog.Initialize(reward);
            rewardMateralsDialog.SetOnDialogClosedCallBack(delegate
            {
                recived = true;
                rewardMateralsDialog.Close();
                UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject);
            });
            KeyControl rewardDialogKeyController = rewardMateralsDialog.Show();

            ChangeKeyController(rewardDialogKeyController);
            while (!recived)
            {
                yield return(new WaitForSeconds(0.5f));
            }
        }
예제 #4
0
 private void OnDestroy()
 {
     if (DOTween.IsTweening(mLabel_DutyCount))
     {
         DOTween.Kill(mLabel_DutyCount);
     }
     if (DOTween.IsTweening(mTexture_LeftArrow))
     {
         DOTween.Kill(mTexture_LeftArrow);
     }
     if (DOTween.IsTweening(mTexture_RightArrow))
     {
         DOTween.Kill(mTexture_RightArrow);
     }
     if (DOTween.IsTweening(mTexture_LeftArrowShadow))
     {
         DOTween.Kill(mTexture_LeftArrowShadow);
     }
     if (DOTween.IsTweening(mTexture_RightArrowShadow))
     {
         DOTween.Kill(mTexture_RightArrowShadow);
     }
     UserInterfacePortManager.ReleaseUtils.Releases(ref mTextures_Preload);
     UserInterfacePortManager.ReleaseUtils.Release(ref mLabel_DutyCount);
     UserInterfacePortManager.ReleaseUtils.Release(ref mTexture_LeftArrow);
     UserInterfacePortManager.ReleaseUtils.Release(ref mTexture_RightArrow);
     UserInterfacePortManager.ReleaseUtils.Release(ref mTexture_LeftArrowShadow);
     UserInterfacePortManager.ReleaseUtils.Release(ref mTexture_RightArrowShadow);
     mTransform_AllClearText            = null;
     mPrefabDutyDetail                  = null;
     mPrefabDutyDetailCheck             = null;
     mPrefabUIDutyRewardMaterialsDialog = null;
     mPrefabRewardShip                  = null;
     mModalCamera        = null;
     mPrefab_DutyOhyodo  = null;
     mDutyGrid           = null;
     mDutyManager        = null;
     mFocusKeyController = null;
 }
예제 #5
0
        private IEnumerator OnReciveSpoint(Reward_SPoint spoint)
        {
            bool recived = false;
            UIGetRewardDialog rewardMateralsDialog = Util.Instantiate(mPrefabUIDutyRewardMaterialsDialog.gameObject, mModalCamera.gameObject).GetComponent <UIGetRewardDialog>();

            new List <IReward>();
            rewardMateralsDialog.Initialize(new IReward[1]
            {
                spoint
            });
            rewardMateralsDialog.SetOnDialogClosedCallBack(delegate
            {
                recived = true;
                rewardMateralsDialog.Close();
                UnityEngine.Object.Destroy(rewardMateralsDialog.gameObject);
            });
            KeyControl rewardDialogKeyController = rewardMateralsDialog.Show();

            ChangeKeyController(rewardDialogKeyController);
            TutorialModel model = mDutyManager.UserInfo.Tutorial;

            if (SingletonMonoBehaviour <TutorialGuideManager> .Instance.CheckFirstTutorial(model, TutorialGuideManager.TutorialID.StrategyPoint))
            {
                rewardDialogKeyController.IsRun = false;
                yield return(new WaitForSeconds(1f));

                SingletonMonoBehaviour <TutorialGuideManager> .Instance.CheckAndShowFirstTutorial(model, TutorialGuideManager.TutorialID.StrategyPoint, delegate
                {
                    rewardDialogKeyController.IsRun = true;
                });
            }
            while (!recived)
            {
                yield return(new WaitForSeconds(0.5f));
            }
        }