// Update is called once per frame void Update() { string strPrefab = "prefab/PrefItemDetailDisp"; bool bInit = false; if (m_eStepPre != m_eStep) { m_eStepPre = m_eStep; bInit = true; } switch (m_eStep) { case STEP.IDLE: if (bInit) { m_buttonBase.TriggerClear(); } if (m_buttonBase.ButtonPushed) { m_buttonBase.TriggerClear(); Debug.Log("clicked:BannerBase.Mode=" + BannerBase.Mode.ToString()); if (m_bAbleUse) { switch (BannerBase.Mode) { case BannerBase.MODE.STAFF_SET_BUY: m_eStep = STEP.SETTING; break; case BannerBase.MODE.STAFF_SET_MINE: m_eStep = STEP.SETTING; break; case BannerBase.MODE.STAFF_BACKYARD_CHECK: m_eStep = STEP.BACKYARD_CHECK; break; default: break; } } } break; case STEP.SETTING: if (bInit) { // この作り方はいただけませんねぇ・・・ GameObject obj = PrefabManager.Instance.MakeObject("prefab/PrefStaffSetting", gameObject); m_staffSetting = obj.GetComponent <CtrlStaffSetting> (); Debug.Log(m_staffSetting); // ここで取得するっていうのもなんか良くないっすね DataItem officeData = GameMain.dbItem.Select(GameMain.Instance.m_iSettingItemSerial); Debug.Log(officeData); Debug.Log(m_dataStaff.staff_id); Debug.Log(m_dataStaff.staff_serial); Debug.Log(m_staffSetting); m_staffSetting.Initialize(officeData, m_dataStaff.staff_id, m_dataStaff.staff_serial); } if (m_staffSetting.IsEnd()) { m_staffSetting.Close(); Destroy(m_staffSetting.gameObject); m_staffSetting = null; m_eStep = STEP.IDLE; } break; case STEP.BACKYARD_CHECK: if (bInit) { GameObject objOjisan = PrefabManager.Instance.MakeObject("prefab/PrefOjisanCheck", gameObject.transform.parent.parent.parent.parent.gameObject); m_ojisanCheck = objOjisan.GetComponent <CtrlOjisanCheck> (); m_ojisanCheck.Initialize("こちらのスタッフを\n待機室へ\n移動させます。"); } if (m_ojisanCheck.IsYes()) { GameMain.ListRefresh = true; m_eStep = STEP.BACKYARD; } else if (m_ojisanCheck.IsNo()) { Destroy(m_ojisanCheck.gameObject); m_eStep = STEP.IDLE; } else { } break; case STEP.BACKYARD: CtrlFieldItem field_item = GameMain.ParkRoot.GetFieldItem(m_dataStaff.item_serial); field_item.RemoveStaff(m_dataStaff.staff_serial); Dictionary <string, string> dict = new Dictionary <string, string> (); dict.Add("office_serial", 0.ToString ()); dict.Add("item_serial", 0.ToString ()); //dict.Add ("setting_time", "\"" + strNow + "\""); GameMain.dbStaff.Update(m_dataStaff.staff_serial, dict); CsvStaffData staff_data = DataManager.GetStaff(m_dataStaff.staff_id); GameMain.Instance.m_iCostNokori += staff_data.cost; GameMain.ListRefresh = true; m_eStep = STEP.IDLE; // 仕事の確認 DataWork.WorkCheck(); GameMain.Instance.HeaderRefresh(); // バックヤードに戻す場合はこっちでおじさんをけすd Destroy(m_ojisanCheck.gameObject); break; default: break; } }
// Update is called once per frame void Update() { bool bInit = false; if (m_eStepPre != m_eStep) { m_eStepPre = m_eStep; bInit = true; } switch (m_eStep) { case STEP.IDLE: if (bInit) { if (m_csKatazukeCheck != null) { Destroy(m_csKatazukeCheck.gameObject); m_csKatazukeCheck = null; } m_pageHeader.TriggerClear(); } displayAutoUpdate(ITEM_DETAIL_TABS); if (m_pageHeader.ButtonPushed) { m_eStep = STEP.KATAZUKE_CHECK; } break; case STEP.KATAZUKE_CHECK: if (bInit) { GameObject obj = PrefabManager.Instance.MakeObject("prefab/PrefKatazukeCheck", gameObject); m_csKatazukeCheck = obj.GetComponent <CtrlKatazukeCheck> (); m_csKatazukeCheck.Initialize(); } if (m_csKatazukeCheck.YesOrNo.IsYes()) { m_eStep = STEP.KATAZUKE; } else if (m_csKatazukeCheck.YesOrNo.IsNo()) { m_eStep = STEP.IDLE; } else { ; // なにもしない } break; case STEP.KATAZUKE: if (bInit) { } List <DataStaff> staff_list = GameMain.dbStaff.Select(" office_serial = " + GameMain.Instance.m_iSettingItemSerial.ToString()); Dictionary <string, string> dict = new Dictionary <string, string> (); dict.Add("office_serial", "0"); dict.Add("item_serial", "0"); foreach (DataStaff staff in staff_list) { CtrlFieldItem fielditem = GameMain.ParkRoot.GetFieldItem(staff.item_serial); fielditem.RemoveStaff(staff.staff_serial); GameMain.dbStaff.Update(staff.staff_serial, dict); } // 上のスタッフを削除したとにしてください Debug.Log(GameMain.Instance.m_iSettingItemSerial); CtrlFieldItem ctrlFieldItem = GameMain.ParkRoot.GetFieldItem(GameMain.Instance.m_iSettingItemSerial); for (int x = m_dataItem.x; x < m_dataItem.x + m_dataItem.width; x++) { for (int y = m_dataItem.y; y < m_dataItem.y + m_dataItem.height; y++) { GameObject obj = PrefabManager.Instance.MakeObject("prefab/PrefFieldItem", GameMain.ParkRoot.gameObject); obj.name = "fielditem_" + x.ToString() + "_" + y.ToString(); CtrlFieldItem script = obj.GetComponent <CtrlFieldItem> (); script.Init(x, y, 0); GameMain.ParkRoot.m_fieldItemList.Add(script); } } ctrlFieldItem.Remove(); GameMain.dbItem.Update(GameMain.Instance.m_iSettingItemSerial, 0, 0, 0); int iRemoveIndex = 0; foreach (CtrlFieldItem item in GameMain.ParkRoot.m_fieldItemList) { if (item.m_dataItem.item_serial == GameMain.Instance.m_iSettingItemSerial) { GameMain.ParkRoot.m_fieldItemList.RemoveAt(iRemoveIndex); break; } iRemoveIndex += 1; } // 取り除く if (m_itemDetailBase != null) { m_itemDetailBase.Remove(); } // 片付けして戻る m_closeButton.Close(); Destroy(m_csKatazukeCheck.gameObject); m_csKatazukeCheck = null; // 仕事の確認 DataWork.WorkCheck(); GameMain.Instance.HeaderRefresh(); break; default: break; } }