public void GetBattleFinishedLogData(DataMng.ClearFlag onWin, bool onSlipOutBattle, bool isRetire) { if (base.onServerConnect && onSlipOutBattle) { bool[] array = new bool[base.battleStateData.playerCharacters.Length]; for (int i = 0; i < array.Length; i++) { array[i] = !base.battleStateData.playerCharacters[i].isDied; } int[][] enemyAliveList = base.battleStateData.GetEnemyAliveList(); this.SetBattleResult(onWin, array, isRetire, enemyAliveList); } }
private void SetBattleResult(DataMng.ClearFlag onClearBattle, bool[] characterAliveFlags, bool isRetire, int[][] enemyAliveList) { DataMng.Instance().SetClearFlag(onClearBattle); DataMng.Instance().SetAliveFlag(characterAliveFlags); DataMng.Instance().SetEnemyAliveFlag(enemyAliveList); DataMng.Instance().AddStone(base.battleStateData.beforeConfirmDigiStoneNumber - DataMng.Instance().GetStone()); if (!isRetire && onClearBattle != DataMng.ClearFlag.Win) { if (!base.hierarchyData.useInitialIntroduction) { return; } PlayerPrefs.SetInt("BATTLE_LOSE_COUNT", Mathf.Clamp(base.hierarchyData.initialIntroductionIndex + 1, 0, base.hierarchyData.maxInitialIntroductionIndex + 1)); PlayerPrefs.Save(); } }
public void SetClearFlag(DataMng.ClearFlag clear) { this.result_from_battle.clear = (int)clear; }