Пример #1
0
        public bool GenerateJob(CareerStatus status, CareerStatus.State state)
        {
            bool includeStory       = true;
            bool expandRatingSearch = true;
            Job  job = status.m_career.GenerateJob(state.m_kudos, state.m_kudos, status.GetStarRating(), status.GetStarRating(), includeStory, state.m_completedJobs, status.GetCurrentJobDesc(), state.m_generatedJobs, expandRatingSearch);

            if (job != null)
            {
                ModLogs.Log("Budget from " + job.GetDesc().m_from + " value $" + job.m_budget);
                job.m_budget = job.m_budget + ((job.m_budget * percentage) / 100);
                status.AddJob(job);
                return(true);
            }
            return(false);
        }
Пример #2
0
        public bool GeneratePreviewJob(CareerStatus status, CareerStatus.State state)
        {
            bool  flag               = status.GetStarRating() >= 5f || UnityEngine.Random.Range(0, 100) > 50;
            int   num                = LevelProgression.GetZeroIndexedLevel(state.m_kudos) + 1;
            int   minKudos           = (!flag) ? state.m_kudos : LevelProgression.GetThreshold(num);
            int   maxKudos           = (!flag) ? state.m_kudos : LevelProgression.GetThreshold(num + 1);
            float minStarRating      = (!flag) ? (status.GetStarRating() + 0.1f) : 0f;
            float maxStarRating      = (!flag) ? (status.GetStarRating() + 1f) : 0f;
            bool  includeStory       = false;
            bool  expandRatingSearch = false;
            Job   job                = status.m_career.GenerateJob(minKudos, maxKudos, minStarRating, maxStarRating, includeStory, state.m_completedJobs, status.GetCurrentJobDesc(), state.m_generatedJobs, expandRatingSearch);

            if (job != null)
            {
                ModLogs.Log("Budget from " + job.GetDesc().m_from + " value $" + job.m_budget);
                job.m_budget = job.m_budget + ((job.m_budget * percentage) / 100);
                status.AddJob(job);
                return(true);
            }
            return(false);
        }
Пример #3
0
        private void AddReview(CareerStatus status, CareerStatus.State state, IReview job)
        {
            if (!status.UnlockedReviews() && !(job is IReview))
            {
                return;
            }
            state.m_reviews.Insert(0, job);
            float num  = 0f;
            int   num2 = Mathf.Min(state.m_reviews.Count, CareerConstants.s_numberReviewsForStarRating);

            for (int i = 0; i < num2; i++)
            {
                num += state.m_reviews[i].GetStars();
            }
            state.m_starRating = num / (float)num2;
            Achievements.OnStarRating(state.m_starRating);

            PlayerStatus playerStatus = UnityEngine.Object.FindObjectOfType <PlayerStatus>();

            if (playerStatus && playerStatus.m_starRating)
            {
                playerStatus.m_starRating.SetRating(status.GetStarRating());
            }
        }
Пример #4
0
        public override void Update()
        {
            if (ProgramConstants.s_max3DMarkTestDuration != 3)
            {
                ProgramConstants.s_max3DMarkTestDuration = 3;
            }
            CareerStatus status = CareerStatus.Get();

            CareerStatus.State state = CareerStatus.GetState();
            WorkshopController workshopController = WorkshopController.Get();
            ModdedJob          moddedjobs         = new ModdedJob();

            if (!moddedjobs.IsInitialized())
            {
                moddedjobs.OnInit();
            }
            if (Input.GetKeyDown(KeyCode.F))
            {
                if (state.m_cash > 999999)
                {
                    return;
                }
                status.AddCash(999999);
            }

            if (Input.GetKeyDown(KeyCode.G))
            {
                status.AddKudos(150);
            }

            if (Input.GetKeyDown(KeyCode.V))
            {
                this.AddReview(status, state, new ReviewModded());
            }

            if (Input.GetKeyDown(KeyCode.K) || Input.GetKeyDown(KeyCode.LeftShift))
            {
                GameObject obj = GameObject.Find("Player");
                if (obj)
                {
                    Walk w = obj.GetComponent <Walk>();
                    if (w.walkSpeed <= this.walkSpeed)
                    {
                        w.walkSpeed = 3.7f;
                    }
                    else
                    {
                        w.walkSpeed = this.walkSpeed;
                    }
                }
            }
            if (Input.GetKeyUp(KeyCode.LeftShift))
            {
                GameObject obj = GameObject.Find("Player");
                if (obj)
                {
                    Walk w = obj.GetComponent <Walk>();
                    if (w.walkSpeed == 3.7f)
                    {
                        w.walkSpeed = this.walkSpeed;
                    }
                }
            }

            if (Input.GetKeyDown(KeyCode.J))
            {
                if (!multipleJobs)
                {
                    multipleJobs = true;
                    return;
                }
                multipleJobs = false;
            }
            if (state.m_calendar.GetToday() != atualDay && multipleJobs)
            {
                atualDay = state.m_calendar.GetToday();
                for (int i = 0; i < UnityEngine.Random.Range(1, 9); i++)
                {
                    if (i == UnityEngine.Random.Range(0, 9))
                    {
                        moddedjobs.GeneratePreviewJob(status, state);
                        continue;
                    }
                    moddedjobs.GenerateJob(status, state);
                }
            }
        }