Exemplo n.º 1
0
            public static bool Prefix(int _skillTyp, bool favorChange = false)
            {
                // Main.Logger.Log("获取行动者" + _skillTyp.ToString() + " " + favorChange.ToString());
                if (workActor == null)
                {
                    listActorsHolder = HomeSystem.instance.listActorsHolder.gameObject;
                    //listActorsHolder.SetActive(false);
                    workActor = HomeSystem.instance.listActorsHolder.parent.parent.gameObject.AddComponent <NewWorkActor>();
                    workActor.Init(_skillTyp, favorChange);
                }
                List <int>            newActorList = new List <int>();
                Dictionary <int, int> dictionary   = new Dictionary <int, int>();
                List <int>            list         = new List <int>(DateFile.instance.GetGangActor(16, 9, false));

                foreach (int num in list)
                {
                    dictionary.Add(num, int.Parse(DateFile.instance.GetActorDate(num, _skillTyp, true)));
                }
                List <KeyValuePair <int, int> > list2 = new List <KeyValuePair <int, int> >(dictionary);

                list2.Sort((KeyValuePair <int, int> s1, KeyValuePair <int, int> s2) => (!favorChange) ? s2.Value.CompareTo(s1.Value) : s1.Value.CompareTo(s2.Value));
                foreach (KeyValuePair <int, int> keyValuePair in list2)
                {
                    newActorList.Add(keyValuePair.Key);
                }

                List <int> data = new List <int>();

                //这段循环设置数据,应该挪到SetItemCell
                for (int i = 0; i < newActorList.Count; i++)
                {
                    int num2 = newActorList[i];
                    if (!DateFile.instance.GetFamily(true, true).Contains(num2) && int.Parse(DateFile.instance.GetActorDate(num2, 11, false)) > 14)
                    {
                        //GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(HomeSystem.instance.listActor, Vector3.zero, Quaternion.identity);
                        //gameObject.name = "Actor," + num2;
                        //gameObject.transform.SetParent(HomeSystem.instance.listActorsHolder, false);
                        //gameObject.GetComponent<Toggle>().group = HomeSystem.instance.listActorsHolder.GetComponent<ToggleGroup>();
                        //gameObject.GetComponent<SetWorkActorIcon>().SetActor(num2, _skillTyp, favorChange);
                        data.Add(num2);
                    }
                }

                workActor.data = data.ToArray();

                return(false);
            }
Exemplo n.º 2
0
            public static bool Prefix(int _skillTyp, bool favorChange = false)
            {
                //Main.Logger.Log("获取行动者" + _skillTyp.ToString() + " " + favorChange.ToString());
                if (workActor == null)
                {
                    listActorsHolder = HomeSystem.instance.listActorsHolder.gameObject;
                    //listActorsHolder.SetActive(false);
                    workActor = HomeSystem.instance.listActorsHolder.parent.parent.gameObject.AddComponent <NewWorkActor>();
                    workActor.Init(_skillTyp, favorChange);
                }
                List <int>            newActorList = new List <int>();
                Dictionary <int, int> dictionary   = new Dictionary <int, int>();
                List <int>            list         = new List <int>(DateFile.instance.GetGangActor(16, 9, false));

                foreach (int num in list)
                {
                    dictionary.Add(num, int.Parse(DateFile.instance.GetActorDate(num, _skillTyp, true)));
                }
                List <KeyValuePair <int, int> > list2 = new List <KeyValuePair <int, int> >(dictionary);

                list2.Sort((KeyValuePair <int, int> s1, KeyValuePair <int, int> s2) => (!favorChange) ? s2.Value.CompareTo(s1.Value) : s1.Value.CompareTo(s2.Value));
                foreach (KeyValuePair <int, int> keyValuePair in list2)
                {
                    newActorList.Add(keyValuePair.Key);
                }

                List <int> data = new List <int>();

                //这段循环设置数据,应该挪到SetItemCell
                for (int i = 0; i < newActorList.Count; i++)
                {
                    int num2 = newActorList[i];
                    if (!DateFile.instance.GetFamily(true, true).Contains(num2) && int.Parse(DateFile.instance.GetActorDate(num2, 11, false)) > 14)
                    {
                        //GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(HomeSystem.instance.listActor, Vector3.zero, Quaternion.identity);
                        //gameObject.name = "Actor," + num2;
                        //gameObject.transform.SetParent(HomeSystem.instance.listActorsHolder, false);
                        //gameObject.GetComponent<Toggle>().group = HomeSystem.instance.listActorsHolder.GetComponent<ToggleGroup>();
                        //gameObject.GetComponent<SetWorkActorIcon>().SetActor(num2, _skillTyp, favorChange);

                        //string des;
                        //int key = num2;
                        //des = DateFile.instance.GetActorName(key, false, false);
                        //if (favorChange)
                        //{
                        //    des += " " + DateFile.instance.massageDate[303][1];
                        //    des += ":" + DateFile.instance.moodTypDate[0][0];
                        //}
                        //else
                        //{
                        //    int num = int.Parse(DateFile.instance.GetActorDate(key, _skillTyp, true));
                        //    int coloer = 20002 + Mathf.Clamp((num - 20) / 10, 0, 8);
                        //    bool flag2 = _skillTyp < 501;
                        //    if (flag2)
                        //    {
                        //        des += " " + DateFile.instance.actorAttrDate[_skillTyp + 1][0];
                        //        des += ":" + ActorMenu.instance.Color7(num);
                        //    }
                        //    else
                        //    {
                        //        des += " " + DateFile.instance.baseSkillDate[_skillTyp - 501][0];
                        //        des += ":" + DateFile.instance.SetColoer(coloer, DateFile.instance.massageDate[2002][0] + num, false);
                        //    }
                        //}
                        //Logger.Log(des);

                        data.Add(num2);
                    }
                }

                //Main.Logger.Log("设置数据" + _skillTyp.ToString() + " " + favorChange.ToString());

                workActor.skillTyp    = _skillTyp;
                workActor.favorChange = favorChange;

                workActor.data = data.ToArray();

                return(false);
            }