Пример #1
0
        public override bool Play()
        {
            Log.Debug(ToString());

            Mode.CmdPictureEvent.Invoke(Id);

            string key   = PlayerPrefsKey.GetKey(PlayerPrefsKey.ISLOCKED_PICTURE, Id);
            int    value = PlayerPrefsKey.GetBoolToInt(false);

            CustomPlayerPrefs.SetInt(key, value);

            return(false);   // no more child to play
        }
Пример #2
0
        protected override void first()
        {
            string prefixKey = null;
            if (_mode.Character.IsChildHood())
                prefixKey = PlayerPrefsKey.ISLOCKED_VACATION_CHILD;
            else
                prefixKey = PlayerPrefsKey.ISLOCKED_VACATION_ADULT;

            string key = PlayerPrefsKey.GetKey(prefixKey, _seasonId);
            int value = PlayerPrefsKey.GetBoolToInt(false);
            CustomPlayerPrefs.SetInt(key, value);

            _mode.Schedule.ActionFirstEvent.Invoke();
        }
Пример #3
0
    private void onNurtureEndingScenarioEnd()
    {
        Log.Debug("onNurtureEndingScenarioEnd");

        StoryMode.ScenarioEndEvent.Detach(onNurtureEndingScenarioEnd);

        string key   = PlayerPrefsKey.GetKey(PlayerPrefsKey.ISLOCKED_NURTURE_ENDING, _nurtureEndingId);
        int    value = PlayerPrefsKey.GetBoolToInt(false);

        CustomPlayerPrefs.SetInt(key, value);

        if (Def.NURTURE_BAD_ENDING_ID == _nurtureEndingId)
        {
            Manager.Instance.End();
            return;
        }

        _nurtureEndingId = -1;

        EndNurtureEvent.Invoke();
    }
Пример #4
0
    private void initialize()
    {
        SetContinueData(PlayerInitProperty.Name);

        int constitutionId = (int)PlayerInitProperty.Constitution;
        int zodiacId       = (int)PlayerInitProperty.Zodiac;
        int condition      = (int)Nurture.ECondition.Healthy;

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.YEAR, Def.INIT_YEAR);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.MONTH, Def.INIT_MONTH);

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.ZODIAC, zodiacId);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.CONDITION, condition);

        int actionCount = DT.Action.Count;

        for (int id = 0; id < actionCount; ++id)
        {
            string key = PlayerPrefsKey.GetKey(PlayerPrefsKey.ACTION_COUNT, id);
            CustomPlayerPrefs.SetInt(key, 0);
        }

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.MONEY, Def.INIT_MONEY);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.CONSTITUTION, constitutionId);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.WEARING_COSTUME, Def.DEFAULT_COSTUME_ID);

        int costumeCount = DT.MainCharacterCostume.Count;

        for (int id = 0; id < costumeCount; ++id)
        {
            string key = PlayerPrefsKey.GetKey(PlayerPrefsKey.ISBUY_COSTUME, id);

            bool isBuy = false;
            if (Def.DEFAULT_COSTUME_ID == id)
            {
                isBuy = true;
            }

            int isBuyInteger = PlayerPrefsKey.GetBoolToInt(isBuy);

            CustomPlayerPrefs.SetInt(key, isBuyInteger);
        }

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.STRESS, Def.MIN_STAT);
        Zodiac zodiac = DT.Zodiac[zodiacId];

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.STAMINA, zodiac.stamina);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.INTELLECT, zodiac.intellect);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.GRACE, zodiac.grace);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.CHARM, zodiac.charm);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.ATTACK, zodiac.attack);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.DEFENSE, zodiac.defense);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.LEADERSHIP, zodiac.leadership);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.TACTIC, zodiac.tactic);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.MORALITY, zodiac.morality);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.GOODNESS, zodiac.goodness);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.SENSIBILITY, zodiac.sensibility);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.ARTS, zodiac.arts);

        CustomPlayerPrefs.SetInt(PlayerPrefsKey.TARGET, -1);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.FEELING, Def.MIN_FEELING);
        CustomPlayerPrefs.SetInt(PlayerPrefsKey.LAST_OPENED_SCENARIO_NO, Def.MIN_SCENARIO - 1);
    }