Пример #1
0
        public static void DecideSuccessHarmonyPostfix(WorkResultSceneMode sceneMode, int index, bool commu)
        {
            if (!configEntryUtill["DecideSuccess_log"])
            {
                MyLog.LogMessage("ScheduleAPI.DecideSuccess.HarmonyPostfix"
                                 , sceneMode
                                 , index
                                 , commu
                                 );
            }

            if (!configEntryUtill["DecideSuccess_Perfect2"])
            {
                return;
            }

            ScheduleData scheduleData = GameMain.Instance.CharacterMgr.status.scheduleSlot[index];

            if (sceneMode == WorkResultSceneMode.Noon)
            {
                if (scheduleData.noon_success_level != ScheduleData.WorkSuccessLv.Unexecuted)
                {
                    scheduleData.noon_success_level = ScheduleData.WorkSuccessLv.Perfect;
                }
            }
            else if (sceneMode == WorkResultSceneMode.Night)
            {
                if (scheduleData.night_success_level != ScheduleData.WorkSuccessLv.Unexecuted)
                {
                    scheduleData.night_success_level = ScheduleData.WorkSuccessLv.Perfect;
                }
            }
        }
Пример #2
0
 public static void Calc(WorkResultSceneMode mode = WorkResultSceneMode.Noon, bool intervene = true)
 {
     MyLog.LogMessage(
         "WorkResultScene.Calc"
         , mode
         , intervene
         );
 }
Пример #3
0
        public static void DecideSuccessHarmonyPrefix(WorkResultSceneMode sceneMode, int index, bool commu)
        {
            if (!configEntryUtill["DecideSuccess_log"])
            {
                MyLog.LogMessage("ScheduleAPI.DecideSuccess.HarmonyPrefix"
                                 , sceneMode
                                 , index
                                 , commu
                                 );
            }

            if (!configEntryUtill["DecideSuccess_Perfect1"])
            {
                return;
            }

            SetworkSuccessLvMax();
        }