public void OnClick () { //Hyourou Check int nowHyourou = PlayerPrefs.GetInt ("hyourou"); if(nowHyourou >=5 ){ //Now on Kuni & Stage PlayerPrefs.SetInt("activeKuniId", activeKuniId); PlayerPrefs.SetInt("activeStageId", activeStageId); //What we can get PlayerPrefs.SetInt("activeStageMoney", activeStageMoney); PlayerPrefs.SetInt("activeStageExp", activeStageExp); PlayerPrefs.SetString("activeItemType", activeItemType); PlayerPrefs.SetInt("activeItemId", activeItemId); PlayerPrefs.SetFloat("activeItemRatio", activeItemRatio); PlayerPrefs.SetInt("activeItemQty", activeItemQty); //For Dramatic Enemy Creation PlayerPrefs.SetInt("activeDaimyoId", activeDaimyoId); PlayerPrefs.SetInt ("activeBusyoQty", activeBusyoQty); PlayerPrefs.SetInt ("activeBusyoLv", activeBusyoLv); PlayerPrefs.SetInt ("activeButaiQty", activeButaiQty); PlayerPrefs.SetInt ("activeButaiLv", activeButaiLv); //Hyourou int newHyourou = nowHyourou - 5; PlayerPrefs.SetInt("hyourou", newHyourou); //Gaikou int myDaimyo = PlayerPrefs.GetInt ("myDaimyo"); Gaikou gaikou = new Gaikou (); gaikou.downGaikouByAttack (myDaimyo, activeDaimyoId); //Reverse Flag PlayerPrefs.DeleteKey ("isAttackedFlg"); //Player Doumei Flg PlayerPrefs.DeleteKey("playerEngunList"); //Enemy Doumei Handling string doumeiTemp = "doumei" + activeDaimyoId; string enemyDoumeiString = PlayerPrefs.GetString (doumeiTemp); char[] delimiterChars = {','}; List<string> doumeiList = new List<string>(); if(enemyDoumeiString != null && enemyDoumeiString !=""){ if(enemyDoumeiString.Contains(",")){ doumeiList = new List<string> (enemyDoumeiString.Split (delimiterChars)); }else{ doumeiList.Add(enemyDoumeiString); } } string seiryoku = PlayerPrefs.GetString ("seiryoku"); List<string> seiryokuList = new List<string> (); seiryokuList = new List<string> (seiryoku.Split (delimiterChars)); Doumei doumei = new Doumei(); List<string> okDaimyoList = new List<string> (); List<string> checkedList = new List<string> (); string dstEngunDaimyoId = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: okDaimyoList = doumei.traceNeighborDaimyo(activeKuniId, activeDaimyoId, doumeiList, seiryokuList, checkedList, okDaimyoList); if(okDaimyoList.Count !=0){ for(int k=0; k<okDaimyoList.Count; k++){ string engunDaimyo = okDaimyoList[k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), activeDaimyoId); //engun check MainEventHandler main = new MainEventHandler(); bool dstEngunFlg = main.CheckByProbability (yukoudo); if(dstEngunFlg){ //Engun OK dstEngunFlg = true; if(dstEngunDaimyoId !=null && dstEngunDaimyoId !=""){ dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = dstEngunSts + ":" + tempEngunSts; }else{ dstEngunDaimyoId = engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = tempEngunSts; } } } PlayerPrefs.SetString("enemyEngunList", dstEngunSts); } //Kyoutou Handling PlayerPrefs.DeleteKey("tempKyoutouList"); string tempKyoutouList = ""; char[] delimiterChars2 = {':'}; char[] delimiterChars3 = {'-'}; List<string> unitList = new List<string> (); string nextKyoutouList = ""; string playerKyoutouList = PlayerPrefs.GetString("playerKyoutouList",""); if(playerKyoutouList !=null && playerKyoutouList != ""){ if(playerKyoutouList.Contains(":")){ unitList = new List<string> (playerKyoutouList.Split (delimiterChars2)); }else{ unitList.Add(playerKyoutouList); } List<string> unit2List = new List<string> (); for(int i=0; i<unitList.Count; i++){ string playerKyoutouList2 = unitList[i]; unit2List = new List<string> (playerKyoutouList2.Split (delimiterChars3)); string tempString = unit2List[1] + "-" + unit2List[2]+ "-" + unit2List[3]+ "-" + unit2List[4]; if(unit2List[0] == activeKuniId.ToString()){ if(tempKyoutouList != null && tempKyoutouList != ""){ tempKyoutouList = tempKyoutouList + ":" + tempString; }else{ tempKyoutouList = tempString; } }else{ if(nextKyoutouList != "" && nextKyoutouList != null){ nextKyoutouList = nextKyoutouList + ":" + tempString; }else{ nextKyoutouList = tempString; } } } } PlayerPrefs.SetString("tempKyoutouList",tempKyoutouList); PlayerPrefs.SetString("playerKyoutouList",nextKyoutouList); PlayerPrefs.Flush(); Application.LoadLevel("kassen"); }else{ //Error Message Message msg = new Message(); string Text = "兵糧が不足しておりますぞ。"; msg.makeMessageOnBoard(Text); } }
public void mainHandler(){ /*Basic Info*/ //make kuni list string seiryoku = PlayerPrefs.GetString ("seiryoku"); List<string> seiryokuList = new List<string> (); char[] delimiterChars = {','}; seiryokuList = new List<string> (seiryoku.Split (delimiterChars)); int myDaimyo = PlayerPrefs.GetInt ("myDaimyo"); /*Kassen*/ //1. Randome choice Kassen Qty between 0,1,2,3 //2. Ratio 50% check //3. Random choice Kassen Souce Kuni 1-65 //4. Destination Check by Mapping // if Same Daimyo between Kassen Souce & Destination Kuni => Skip // else => Make guntai Instance // 4-1. Destination == myDaimyo // 4-2. Destination == has own relation or master relation // //Message List<string> messageList = new List<string> (); //Count Kassen Qty int kassenQty = CountEnemyAction (); for (int i=1; i<kassenQty+1; i++) { //Check Kassen or Not bool kassenFlg = CheckByProbability (kassenRatio); if (kassenFlg == true) { //target kuni extraction while (true) { int randomKuni = UnityEngine.Random.Range (1, 65); string eDaimyo = seiryokuList [randomKuni - 1]; string tDaimyo = ""; bool doumeiFlg = false; if (eDaimyo != myDaimyo.ToString ()) { //Check Kuni Mapping List<int> targetKuniList = new List<int> (); KuniInfo kuni = new KuniInfo (); targetKuniList = kuni.getMappingKuni (randomKuni); //Yukoudo Check int worstGaikouDaimyo = 0; int worstGaikouValue = 100; int worstGaikouKuni = 0; for (int k=0; k<targetKuniList.Count; k++) { tDaimyo = seiryokuList [targetKuniList [k] - 1]; int gaikouValue = 0; if (eDaimyo != tDaimyo) { if (tDaimyo == myDaimyo.ToString ()) { //Get Gaikou Value string eGaikouM = "gaikou" + eDaimyo; gaikouValue = PlayerPrefs.GetInt (eGaikouM); } else { //Gaikou Data Check string gaikouTemp = ""; if (int.Parse (eDaimyo) < int.Parse (tDaimyo)) { gaikouTemp = eDaimyo + "gaikou" + tDaimyo; } else { gaikouTemp = tDaimyo + "gaikou" + eDaimyo; } if (PlayerPrefs.HasKey (gaikouTemp)) { //exsit gaikouValue = PlayerPrefs.GetInt (gaikouTemp); } else { //non exist //gaikou check gaikouValue = gaikou.getGaikouValue (int.Parse (eDaimyo), int.Parse (tDaimyo)); } } //Compare with Previous one if (worstGaikouValue > gaikouValue) { worstGaikouValue = gaikouValue; worstGaikouDaimyo = int.Parse (tDaimyo); worstGaikouKuni = targetKuniList [k]; } } }//Loop End //Create Guntai Instance if (worstGaikouValue != 100) { int kassenRatio2 = 100 - worstGaikouValue; //doumei check string doumeiCheck = "doumei" + eDaimyo; if(PlayerPrefs.HasKey(doumeiCheck)){ string cDoumei = PlayerPrefs.GetString(doumeiCheck); List<string> cDoumeiList = new List<string>(); if(cDoumei.Contains(",")){ cDoumeiList = new List<string> (cDoumei.Split (delimiterChars)); }else{ cDoumeiList.Add(cDoumei); } //If Doumei Daimyo -> Half Ratio if(cDoumeiList.Contains(worstGaikouDaimyo.ToString())){ doumeiFlg = true; kassenRatio2 = kassenRatio2/2; }else{ doumeiFlg = false; } } Debug.Log ("doumeiFlg:"+doumeiFlg +",src:"+eDaimyo +",dst:"+worstGaikouDaimyo + ",kassen Ratio:" + kassenRatio2); bool GaikouValueFlg = CheckByProbability (kassenRatio2); if (GaikouValueFlg) { //Make Guntai Instance string key = randomKuni.ToString () + "-" + worstGaikouKuni.ToString (); bool ExistFlg = false; //Exist Check Same Daimyo foreach (GameObject obs in GameObject.FindGameObjectsWithTag("Gunzei")){ int gunzeiSrcDaimyoId = obs.GetComponent<Gunzei>().srcDaimyoId; if(int.Parse(eDaimyo) == gunzeiSrcDaimyoId){ ExistFlg = true; } } if(!ExistFlg){ string path = "Prefabs/Map/Gunzei"; GameObject Gunzei = Instantiate (Resources.Load (path)) as GameObject; Gunzei.transform.SetParent (GameObject.Find ("Panel").transform); Gunzei.transform.localScale = new Vector2 (1, 1); //Location int srcX = kuni.getKuniLocationX(randomKuni); int srcY = kuni.getKuniLocationY(randomKuni); int dstX = kuni.getKuniLocationX(worstGaikouKuni); int dstY = kuni.getKuniLocationY(worstGaikouKuni); string direction = ""; Gunzei gunzei = new Gunzei (); if(srcX < dstX){ Gunzei.transform.localScale = new Vector2 (1, 1); direction = "right"; }else{ Gunzei.transform.localScale = new Vector2 (-1, 1); direction = "left"; Gunzei.GetComponent<Gunzei> ().leftFlg = true; } int aveX = (srcX + dstX)/2; int aveY = (srcY + dstY)/2; RectTransform GunzeiTransform = Gunzei.GetComponent<RectTransform> (); GunzeiTransform.anchoredPosition = new Vector3 (aveX, aveY, 0); Gunzei.GetComponent<Gunzei> ().key = key; Gunzei.GetComponent<Gunzei> ().srcKuni = randomKuni; Gunzei.GetComponent<Gunzei> ().srcDaimyoId = int.Parse (eDaimyo); string srcDaimyoName = daimyo.getName (int.Parse (eDaimyo)); Gunzei.GetComponent<Gunzei> ().srcDaimyoName = srcDaimyoName; Gunzei.GetComponent<Gunzei> ().dstKuni = worstGaikouKuni; Gunzei.GetComponent<Gunzei> ().dstDaimyoId = worstGaikouDaimyo; string dstDaimyoName = daimyo.getName (worstGaikouDaimyo); Gunzei.GetComponent<Gunzei> ().dstDaimyoName = dstDaimyoName; int myHei = gunzei.heiryokuCalc (randomKuni); Gunzei.GetComponent<Gunzei> ().myHei = myHei; Gunzei.name = key; //Engun from Doumei Doumei doumei = new Doumei(); List<string> doumeiDaimyoList = new List<string> (); bool dstEngunFlg = false; string dstEngunDaimyoId = ""; //2:3:5 string dstEngunHei = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: int totalEngunHei = 0; doumeiDaimyoList = doumei.doumeiExistCheck(worstGaikouDaimyo,eDaimyo); if(doumeiDaimyoList.Count != 0){ //Doumei Exist //Trace Check List<string> okDaimyoList = new List<string> (); List<string> checkList = new List<string> (); okDaimyoList = doumei.traceNeighborDaimyo(worstGaikouKuni, worstGaikouDaimyo, doumeiDaimyoList, seiryokuList, checkList,okDaimyoList); if(okDaimyoList.Count !=0){ //Doumei & Neghbor Daimyo Exist for(int k=0; k<okDaimyoList.Count; k++){ string engunDaimyo = okDaimyoList[k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), worstGaikouDaimyo); //engun check dstEngunFlg = CheckByProbability (yukoudo); if(dstEngunFlg){ //Engun OK dstEngunFlg = true; if(dstEngunDaimyoId !=null && dstEngunDaimyoId !=""){ dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = getEngunSts(engunDaimyo); int tempEngunHei = getEngunHei(tempEngunSts); dstEngunHei = dstEngunHei + ":" + tempEngunHei.ToString(); totalEngunHei = totalEngunHei + tempEngunHei; dstEngunSts = dstEngunSts + ":" + tempEngunSts; }else{ dstEngunDaimyoId = engunDaimyo; string tempEngunSts = getEngunSts(engunDaimyo); int tempEngunHei = getEngunHei(tempEngunSts); dstEngunHei = tempEngunHei.ToString(); totalEngunHei = tempEngunHei; dstEngunSts = tempEngunSts; } } } Gunzei.GetComponent<Gunzei> ().dstEngunFlg = dstEngunFlg; Gunzei.GetComponent<Gunzei> ().dstEngunDaimyoId = dstEngunDaimyoId; Gunzei.GetComponent<Gunzei> ().dstEngunHei = dstEngunHei; Gunzei.GetComponent<Gunzei> ().dstEngunSts = dstEngunSts; } } //Set Value //CreateTime,srcDaimyoId,dstDaimyoId,srcDaimyoName,dstDaimyoName, srcHei,locationX,locationY,left or right, engunFlg, engunDaimyoId(A:B:C), dstEngunHei(1000:2000:3000), dstEngunSts string keyValue = ""; string createTime = System.DateTime.Now.ToString (); keyValue = createTime + "," + eDaimyo + "," + worstGaikouDaimyo + "," + srcDaimyoName + "," + dstDaimyoName + "," + myHei + "," + aveX + "," + aveY + "," + direction + "," + dstEngunFlg + "," + dstEngunDaimyoId + "," + dstEngunHei + ","+ dstEngunSts; PlayerPrefs.SetString (key, keyValue); string keyHistory = PlayerPrefs.GetString ("keyHistory"); if(keyHistory == null || keyHistory == ""){ keyHistory = key; }else{ keyHistory = keyHistory + "," + key; } PlayerPrefs.SetString ("keyHistory", keyHistory); flush (); string kassenText = ""; if(!dstEngunFlg){ kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしましたぞ。"; }else{ kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしましたぞ。\t同盟国が援軍" + totalEngunHei + "人を派兵しました。"; } messageList.Add (kassenText); if(doumeiFlg){ //Delete doumei Debug.Log (eDaimyo +":"+ worstGaikouDaimyo); doumei.deleteDoumei(eDaimyo, worstGaikouDaimyo.ToString()); //Zero Gaikou string tempYukou = ""; if(tDaimyo == myDaimyo.ToString()){ tempYukou = "gaikou" + eDaimyo; }else{ if(worstGaikouDaimyo < int.Parse(eDaimyo)){ tempYukou = worstGaikouDaimyo.ToString() + "gaikou" + eDaimyo; }else{ tempYukou = eDaimyo + "gaikou" + worstGaikouDaimyo.ToString(); } } PlayerPrefs.SetInt(tempYukou,0); PlayerPrefs.Flush (); } } } } break; } } } } /*Gaikou*/ int gaikouQty = CountEnemyAction (); for (int i=1; i<gaikouQty+1; i++) { bool gaikouFlg = CheckByProbability (gaikouRatio); if (gaikouFlg == true) { //Do gaikou int randomKuni = UnityEngine.Random.Range (1, 66); int srcDaimyoId = int.Parse (seiryokuList [randomKuni - 1]); string srcDaimyoName = daimyo.getName (srcDaimyoId); if (srcDaimyoId != myDaimyo) { int gaikouAction = UnityEngine.Random.Range (1, 3); if (gaikouAction == 1) { //1. yukoudo up(Mitsugimono) bool yukoudoUpFlg = CheckByProbability (yukoudoUpMissRatio); if (yukoudoUpFlg == true) { //Choose Target Daimyo int randomDstKuni = UnityEngine.Random.Range (1, 66); int dstDaimyoId = int.Parse (seiryokuList [randomDstKuni - 1]); string dstDaimyoName = daimyo.getName (dstDaimyoId); if (srcDaimyoId != dstDaimyoId) { if (dstDaimyoId == myDaimyo) { //In the case that MyDaimyo receive Mitsugimono int addYukoudo = UpYukouValueWithMyDaimyo (myDaimyo, dstDaimyoId); int addMoney = addYukoudo * 1000; string yukouUpText = srcDaimyoName + "殿が御屋形様に、金" + addMoney.ToString() + "の貢物を送って参りました。\t友好度が" + addYukoudo + "上がります。"; int myMoney = PlayerPrefs.GetInt("money"); myMoney = myMoney + addMoney; PlayerPrefs.SetInt("money",myMoney); flush (); GameObject.Find ("MoneyValue").GetComponent<Text>().text = myMoney.ToString(); messageList.Add (yukouUpText); } else { //In the case between other daimyos int addYukoudo = UpYukouValueWithMyDaimyo (myDaimyo, dstDaimyoId); string yukouUpText = srcDaimyoName + "が" + dstDaimyoName + "に貢物をしました。友好度が" + addYukoudo + "上がります。"; messageList.Add (yukouUpText); } } } } else if (gaikouAction == 2) { //2. yukoudo down(Ryugen) bool yukoudoDownFlg = CheckByProbability (yukoudoDownMissRatio); if (yukoudoDownFlg == true) { //Choose Target Daimyo int randomDst1stKuni = UnityEngine.Random.Range (1, 66); int dst1stDaimyoId = int.Parse (seiryokuList [randomDst1stKuni - 1]); int randomDst2ndKuni = UnityEngine.Random.Range (1, 66); int dst2ndDaimyoId = int.Parse (seiryokuList [randomDst2ndKuni - 1]); if (dst1stDaimyoId != dst2ndDaimyoId) { int reduceYukoudo = 0; //My Daimyo if (dst1stDaimyoId == myDaimyo || dst2ndDaimyoId == myDaimyo) { string dstDaimyoName = ""; if (dst1stDaimyoId == myDaimyo) { reduceYukoudo = DownYukouValueWithMyDaimyo (myDaimyo, dst2ndDaimyoId); dstDaimyoName = daimyo.getName (dst1stDaimyoId); } if (dst2ndDaimyoId == myDaimyo) { reduceYukoudo = DownYukouValueWithMyDaimyo (myDaimyo, dst1stDaimyoId); dstDaimyoName = daimyo.getName (dst2ndDaimyoId); } //string yukouDownText = srcDaimyoName + "が当家と" + dstDaimyoName + "に流言を流し、友好度が" + dstDaimyoName + "下がりました。"; string yukouDownText = "何者かが当家と" + dstDaimyoName + "間に流言を流し、友好度が" + reduceYukoudo + "下がりました。"; messageList.Add (yukouDownText); } else { reduceYukoudo = DownYukouValueWithOther (dst1stDaimyoId, dst2ndDaimyoId); string dst1stDaimyoName = daimyo.getName (dst1stDaimyoId); string dst2ndDaimyoName = daimyo.getName (dst2ndDaimyoId); string yukouDownText = "何者かが" + dst1stDaimyoName + "と" + dst2ndDaimyoName + "間に流言を流し、友好度が" + reduceYukoudo + "下がりました。"; messageList.Add (yukouDownText); } } } } else if (gaikouAction == 3) { //doumei bool doumeiFlg = CheckByProbability (doumeiRatio); if (doumeiFlg == true) { } } else if (gaikouAction == 4) { } } } } /*Nanbanjin*/ /**/ /*Decrease Yukou with Doumei koku*/ string myDoumei = PlayerPrefs.GetString ("doumei"); List<string> myDoumeiList = new List<string> (); if (myDoumei != null && myDoumei != "") { if(myDoumei.Contains(",")){ myDoumeiList = new List<string> (myDoumei.Split (delimiterChars)); }else{ myDoumeiList.Add(myDoumei); } } for (int j=0; j<myDoumeiList.Count; j++) { string doumeiDaimyo = myDoumeiList[j]; string yukouTemp = "gaikou" + doumeiDaimyo; int yukouWithDoumei = PlayerPrefs.GetInt (yukouTemp); int reduceYukou = UnityEngine.Random.Range(0,3); yukouWithDoumei = yukouWithDoumei - reduceYukou; PlayerPrefs.SetInt (yukouTemp,yukouWithDoumei); /*Doumei Clear Check*/ if(yukouWithDoumei<30){ //My Doumei Clear myDoumeiList.Remove(doumeiDaimyo); string newMyDoumei = ""; for(int i=0; i<myDoumeiList.Count; i++){ if(i==0){ newMyDoumei = myDoumeiList[i]; }else{ newMyDoumei = newMyDoumei + "," + myDoumeiList[i]; } } PlayerPrefs.SetString ("doumei",newMyDoumei); //Opposite Doumei Clear string otherTemp = "doumei" + doumeiDaimyo; string otherDoumei = PlayerPrefs.GetString (otherTemp); List<string> otherDoumeiList = new List<string> (); if (otherDoumei != null && otherDoumei != "") { if(otherDoumei.Contains(",")){ otherDoumeiList = new List<string> (otherDoumei.Split (delimiterChars)); }else{ otherDoumeiList.Add(otherDoumei); } } otherDoumeiList.Remove(myDaimyo.ToString()); string newOtherDoumei = ""; for(int i=0; i<otherDoumeiList.Count; i++){ if(i==0){ newOtherDoumei = otherDoumeiList[i]; }else{ newOtherDoumei = newOtherDoumei + "," + otherDoumeiList[i]; } } PlayerPrefs.SetString (otherTemp,newOtherDoumei); //Icon & Flg Change KuniInfo kuni = new KuniInfo(); kuni.deleteDoumeiKuniIcon(int.Parse(doumeiDaimyo)); //Message string dstDaimyoName = daimyo.getName (int.Parse(doumeiDaimyo)); string doumeiClearText = "友好度悪化により、当家と" + dstDaimyoName + "間の同盟が解消しました。"; messageList.Add (doumeiClearText); } PlayerPrefs.Flush(); } /*Message*/ if (messageList.Count != 0) { /*Common Process*/ //make back string pathOfBack = "Prefabs/Common/TouchBack"; GameObject back = Instantiate(Resources.Load (pathOfBack)) as GameObject; back.transform.SetParent(GameObject.Find ("Panel").transform); back.transform.localScale = new Vector2 (1,1); back.transform.localPosition = new Vector2 (0,0); //make board string pathOfBoard = "Prefabs/Event/EventBoard"; GameObject board = Instantiate(Resources.Load (pathOfBoard)) as GameObject; board.transform.SetParent(GameObject.Find ("Panel").transform); board.transform.localScale = new Vector2 (1,1); string pathOfScroll = "Prefabs/Event/EventScrollView"; GameObject scroll = Instantiate(Resources.Load (pathOfScroll)) as GameObject; scroll.transform.SetParent(board.transform); scroll.transform.localScale = new Vector2 (1,1); RectTransform scrollTransform = scroll.GetComponent<RectTransform> (); scrollTransform.anchoredPosition = new Vector3 (0, -40, 0); string pathOfSlot = "Prefabs/Event/EventSlot"; foreach (string text in messageList) { GameObject slot = Instantiate(Resources.Load (pathOfSlot)) as GameObject; slot.transform.SetParent(scroll.transform.FindChild("Content").transform); slot.transform.FindChild("EventText").GetComponent<Text>().text = text; slot.transform.localScale = new Vector2 (1,1); } } }
public void OnClick() { AudioSource[] audioSources = GameObject.Find("SEController").GetComponents <AudioSource> (); Message msg = new Message(); if (!checkJinkeiAvailable()) { audioSources[4].Play(); msg.makeUpperMessageOnBoard(msg.getMessage(133)); } else { //Hyourou Check int nowHyourou = PlayerPrefs.GetInt("hyourou"); if (nowHyourou >= 5) { audioSources [5].Play(); //Now on Kuni & Stage PlayerPrefs.SetInt("activeKuniId", activeKuniId); PlayerPrefs.SetInt("activeStageId", activeStageId); PlayerPrefs.SetString("activeStageName", activeStageName); //What we can get PlayerPrefs.SetInt("activeStageMoney", activeStageMoney); PlayerPrefs.SetInt("activeStageExp", activeStageExp); PlayerPrefs.SetString("activeItemGrp", activeItemGrp); PlayerPrefs.SetString("activeItemType", activeItemType); PlayerPrefs.SetInt("activeItemId", activeItemId); PlayerPrefs.SetInt("activeItemQty", activeItemQty); //For Dramatic Enemy Creation PlayerPrefs.SetInt("activeDaimyoId", activeDaimyoId); PlayerPrefs.SetInt("activeBusyoQty", activeBusyoQty); PlayerPrefs.SetInt("activeBusyoLv", activeBusyoLv); PlayerPrefs.SetInt("activeButaiQty", activeButaiQty); PlayerPrefs.SetInt("activeButaiLv", activeButaiLv); //Gaikou int myDaimyo = PlayerPrefs.GetInt("myDaimyo"); Gaikou gaikou = new Gaikou(); gaikou.downGaikouByAttack(myDaimyo, activeDaimyoId); //Reverse Flag PlayerPrefs.DeleteKey("isAttackedFlg"); PlayerPrefs.DeleteKey("isKessenFlg"); //Player Doumei Flg PlayerPrefs.DeleteKey("playerEngunList"); //Enemy Doumei Handling PlayerPrefs.DeleteKey("enemyEngunList"); string doumeiTemp = "doumei" + activeDaimyoId; string enemyDoumeiString = PlayerPrefs.GetString(doumeiTemp); char[] delimiterChars = { ',' }; List <string> doumeiList = new List <string>(); if (enemyDoumeiString != null && enemyDoumeiString != "") { if (enemyDoumeiString.Contains(",")) { doumeiList = new List <string> (enemyDoumeiString.Split(delimiterChars)); } else { doumeiList.Add(enemyDoumeiString); } } string seiryoku = PlayerPrefs.GetString("seiryoku"); List <string> seiryokuList = new List <string> (); seiryokuList = new List <string> (seiryoku.Split(delimiterChars)); Doumei doumei = new Doumei(); List <string> okDaimyoList = new List <string> (); List <string> checkedList = new List <string> (); string dstEngunDaimyoId = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: okDaimyoList = doumei.traceNeighborDaimyo(activeKuniId, activeDaimyoId, doumeiList, seiryokuList, checkedList, okDaimyoList); if (okDaimyoList.Count != 0) { for (int k = 0; k < okDaimyoList.Count; k++) { string engunDaimyo = okDaimyoList[k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), activeDaimyoId); //mydaimyo doumei check bool myDoumeiFlg = false; myDoumeiFlg = doumei.myDoumeiExistCheck(int.Parse(engunDaimyo)); if (myDoumeiFlg) { yukoudo = yukoudo / 2; } //engun check MainEventHandler main = new MainEventHandler(); bool dstEngunFlg = main.CheckByProbability(yukoudo); if (dstEngunFlg) { //Engun OK dstEngunFlg = true; if (dstEngunDaimyoId != null && dstEngunDaimyoId != "") { dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = dstEngunSts + ":" + engunDaimyo + "-" + tempEngunSts; } else { dstEngunDaimyoId = engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = engunDaimyo + "-" + tempEngunSts; } } } PlayerPrefs.SetString("enemyEngunList", dstEngunSts); } //Kyoutou Handling PlayerPrefs.DeleteKey("tempKyoutouList"); string tempKyoutouList = ""; char[] delimiterChars2 = { ':' }; char[] delimiterChars3 = { '-' }; List <string> unitList = new List <string> (); string nextKyoutouList = ""; string playerKyoutouList = PlayerPrefs.GetString("playerKyoutouList", ""); if (playerKyoutouList != null && playerKyoutouList != "") { if (playerKyoutouList.Contains(":")) { unitList = new List <string> (playerKyoutouList.Split(delimiterChars2)); } else { unitList.Add(playerKyoutouList); } List <string> unit2List = new List <string> (); for (int i = 0; i < unitList.Count; i++) { string playerKyoutouList2 = unitList[i]; unit2List = new List <string> (playerKyoutouList2.Split(delimiterChars3)); string tempString = unit2List[0] + "-" + unit2List[1] + "-" + unit2List[2] + "-" + unit2List[3] + "-" + unit2List[4]; if (unit2List[0] == activeKuniId.ToString()) { if (tempKyoutouList != null && tempKyoutouList != "") { tempKyoutouList = tempKyoutouList + ":" + tempString; } else { tempKyoutouList = tempString; } } else { if (nextKyoutouList != "" && nextKyoutouList != null) { nextKyoutouList = nextKyoutouList + ":" + tempString; } else { nextKyoutouList = tempString; } } } } PlayerPrefs.SetString("tempKyoutouList", tempKyoutouList); PlayerPrefs.SetString("playerKyoutouList", nextKyoutouList); //Power Keisu PlayerPrefs.DeleteKey("activeLink"); PlayerPrefs.DeleteKey("activePowerType"); PlayerPrefs.SetInt("activeLink", linkNo); //Power Type Config if (powerType == 1) { int rdm = UnityEngine.Random.Range(0, 3); //1:happen, 0,2:not happen if (rdm == 1) { powerType = 2; } } else if (powerType == 2) { int rdm = UnityEngine.Random.Range(0, 3); //1:happen, 0,2:not happen if (rdm == 1) { powerType = 3; } } PlayerPrefs.SetInt("activePowerType", powerType); PlayerPrefs.Flush(); //Stop BGM GameObject.Find("BGMController").GetComponent <DontDestroySoundOnLoad> ().DestoryFlg = true; Stage stage = new Stage(); int stageMapId = stage.getStageMap(activeKuniId, activeStageId); if (stageMapId != 4) { Application.LoadLevel("preKassen"); } else { Application.LoadLevel("preKaisen"); } } else { //Error Message audioSources [4].Play(); msg.hyourouMovieMessage(); } } }
public void mainHandler(){ /*Basic Info*/ //make kuni list string seiryoku = PlayerPrefs.GetString ("seiryoku"); List<string> seiryokuList = new List<string> (); char[] delimiterChars = {','}; seiryokuList = new List<string> (seiryoku.Split (delimiterChars)); int myDaimyo = PlayerPrefs.GetInt ("myDaimyo"); GameObject targetKuni = GameObject.Find ("KuniIconView"); /*Kassen*/ //1. Randome choice Kassen Qty between 0,1,2,3 //2. Ratio 50% check //3. Random choice Kassen Souce Kuni 1-65 //4. Destination Check by Mapping // if Same Daimyo between Kassen Souce & Destination Kuni => Skip // else => Make guntai Instance // 4-1. Destination == myDaimyo // 4-2. Destination == has own relation or master relation // //Message List<string> messageList = new List<string> (); //Count Kassen Qty int kassenQty = CountEnemyKassenAction (); for (int i=1; i<kassenQty+1; i++) { //Check Kassen or Not bool kassenFlg = CheckByProbability (kassenRatio); if (kassenFlg == true) { //target kuni extraction while (true) { int randomKuni = UnityEngine.Random.Range (1, 65); string eDaimyo = seiryokuList [randomKuni - 1]; string tDaimyo = ""; bool doumeiFlg = false; if (eDaimyo != myDaimyo.ToString ()) { //Check Kuni Mapping List<int> targetKuniList = new List<int> (); KuniInfo kuni = new KuniInfo (); targetKuniList = kuni.getMappingKuni (randomKuni); //Yukoudo Check int worstGaikouDaimyo = 0; int worstGaikouValue = 100; int worstGaikouKuni = 0; int worstHeiryokuValue = 100000000; SendParam srcSendParam = targetKuni.transform.FindChild (randomKuni.ToString ()).GetComponent<SendParam> (); bool aggressiveFlg = srcSendParam.aggressiveFlg; for (int k=0; k<targetKuniList.Count; k++) { SendParam sendParam = targetKuni.transform.FindChild (targetKuniList [k].ToString ()).GetComponent<SendParam> (); if (aggressiveFlg) { //Find worst gaikou daimyo tDaimyo = seiryokuList [targetKuniList [k] - 1]; int gaikouValue = 0; if (eDaimyo != tDaimyo) { if (tDaimyo == myDaimyo.ToString ()) { //Get Gaikou Value string eGaikouM = "gaikou" + eDaimyo; gaikouValue = PlayerPrefs.GetInt (eGaikouM); } else { //Gaikou Data Check string gaikouTemp = ""; if (int.Parse (eDaimyo) < int.Parse (tDaimyo)) { gaikouTemp = eDaimyo + "gaikou" + tDaimyo; } else { gaikouTemp = tDaimyo + "gaikou" + eDaimyo; } if (PlayerPrefs.HasKey (gaikouTemp)) { //exsit gaikouValue = PlayerPrefs.GetInt (gaikouTemp); } else { //non exist //gaikou check gaikouValue = gaikou.getGaikouValue (int.Parse (eDaimyo), int.Parse (tDaimyo)); } } //Compare with Previous one if (worstGaikouValue > gaikouValue) { worstGaikouValue = gaikouValue; worstGaikouDaimyo = int.Parse (tDaimyo); worstGaikouKuni = targetKuniList [k]; } } } else { //Find worst heiryoku daimyo tDaimyo = seiryokuList [targetKuniList [k] - 1]; if (eDaimyo != tDaimyo) { //Heiryoku Check int heiryoku = sendParam.heiryoku; //Compare with Previous one if (worstHeiryokuValue > heiryoku) { worstHeiryokuValue = heiryoku; int gaikouValue = 0; if (tDaimyo == myDaimyo.ToString ()) { //Get Gaikou Value string eGaikouM = "gaikou" + eDaimyo; gaikouValue = PlayerPrefs.GetInt (eGaikouM); } else { //Gaikou Data Check string gaikouTemp = ""; if (int.Parse (eDaimyo) < int.Parse (tDaimyo)) { gaikouTemp = eDaimyo + "gaikou" + tDaimyo; } else { gaikouTemp = tDaimyo + "gaikou" + eDaimyo; } if (PlayerPrefs.HasKey (gaikouTemp)) { //exsit gaikouValue = PlayerPrefs.GetInt (gaikouTemp); } else { //non exist gaikouValue = gaikou.getGaikouValue (int.Parse (eDaimyo), int.Parse (tDaimyo)); } } worstGaikouValue = gaikouValue; worstGaikouDaimyo = int.Parse (tDaimyo); worstGaikouKuni = targetKuniList [k]; } } } }//Loop End //Create Guntai Instance if (worstGaikouValue != 100) { int kassenRatio2 = 100 - worstGaikouValue; //doumei check string doumeiCheck = "doumei" + eDaimyo; if(PlayerPrefs.HasKey(doumeiCheck)){ string cDoumei = PlayerPrefs.GetString(doumeiCheck); List<string> cDoumeiList = new List<string>(); if(cDoumei.Contains(",")){ cDoumeiList = new List<string> (cDoumei.Split (delimiterChars)); }else{ cDoumeiList.Add(cDoumei); } //If Doumei Daimyo -> Half Ratio if(cDoumeiList.Contains(worstGaikouDaimyo.ToString())){ doumeiFlg = true; kassenRatio2 = kassenRatio2/2; }else{ doumeiFlg = false; } } bool GaikouValueFlg = CheckByProbability (kassenRatio2); if (GaikouValueFlg) { //Make Guntai Instance string key = randomKuni.ToString () + "-" + worstGaikouKuni.ToString (); bool ExistFlg = false; //Exist Check Same Daimyo foreach (GameObject obs in GameObject.FindGameObjectsWithTag("Gunzei")){ int gunzeiSrcDaimyoId = obs.GetComponent<Gunzei>().srcDaimyoId; if(int.Parse(eDaimyo) == gunzeiSrcDaimyoId){ ExistFlg = true; } } if(!ExistFlg){ string path = "Prefabs/Map/Gunzei"; GameObject Gunzei = Instantiate (Resources.Load (path)) as GameObject; Gunzei.transform.SetParent (GameObject.Find ("Panel").transform); Gunzei.transform.localScale = new Vector2 (1, 1); //Location int srcX = kuni.getKuniLocationX(randomKuni); int srcY = kuni.getKuniLocationY(randomKuni); int dstX = kuni.getKuniLocationX(worstGaikouKuni); int dstY = kuni.getKuniLocationY(worstGaikouKuni); string direction = ""; Gunzei gunzei = new Gunzei (); if(srcX < dstX){ Gunzei.transform.localScale = new Vector2 (1, 1); direction = "right"; }else{ Gunzei.transform.localScale = new Vector2 (-1, 1); direction = "left"; Gunzei.GetComponent<Gunzei> ().leftFlg = true; } int aveX = (srcX + dstX)/2; int aveY = (srcY + dstY)/2; RectTransform GunzeiTransform = Gunzei.GetComponent<RectTransform> (); GunzeiTransform.anchoredPosition = new Vector3 (aveX, aveY, 0); Gunzei.GetComponent<Gunzei> ().key = key; Gunzei.GetComponent<Gunzei> ().srcKuni = randomKuni; Gunzei.GetComponent<Gunzei> ().srcDaimyoId = int.Parse (eDaimyo); string srcDaimyoName = daimyo.getName (int.Parse (eDaimyo)); Gunzei.GetComponent<Gunzei> ().srcDaimyoName = srcDaimyoName; Gunzei.GetComponent<Gunzei> ().dstKuni = worstGaikouKuni; Gunzei.GetComponent<Gunzei> ().dstDaimyoId = worstGaikouDaimyo; string dstDaimyoName = daimyo.getName (worstGaikouDaimyo); Gunzei.GetComponent<Gunzei> ().dstDaimyoName = dstDaimyoName; int myHei = gunzei.heiryokuCalc (randomKuni); Gunzei.GetComponent<Gunzei> ().myHei = myHei; Gunzei.name = key; //Engun from Doumei Doumei doumei = new Doumei(); List<string> doumeiDaimyoList = new List<string> (); bool dstEngunFlg = false; string dstEngunDaimyoId = ""; //2:3:5 string dstEngunHei = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: int totalEngunHei = 0; doumeiDaimyoList = doumei.doumeiExistCheck(worstGaikouDaimyo,eDaimyo); if(doumeiDaimyoList.Count != 0){ //Doumei Exist //Trace Check List<string> okDaimyoList = new List<string> (); List<string> checkList = new List<string> (); okDaimyoList = doumei.traceNeighborDaimyo(worstGaikouKuni, worstGaikouDaimyo, doumeiDaimyoList, seiryokuList, checkList,okDaimyoList); if(okDaimyoList.Count !=0){ //Doumei & Neghbor Daimyo Exist for(int k=0; k<okDaimyoList.Count; k++){ string engunDaimyo = okDaimyoList[k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), worstGaikouDaimyo); //engun check dstEngunFlg = CheckByProbability (yukoudo); if(dstEngunFlg){ //Engun OK dstEngunFlg = true; if(dstEngunDaimyoId !=null && dstEngunDaimyoId !=""){ dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = getEngunSts(engunDaimyo); int tempEngunHei = getEngunHei(tempEngunSts); dstEngunHei = dstEngunHei + ":" + tempEngunHei.ToString(); totalEngunHei = totalEngunHei + tempEngunHei; dstEngunSts = dstEngunSts + ":" + tempEngunSts; }else{ dstEngunDaimyoId = engunDaimyo; string tempEngunSts = getEngunSts(engunDaimyo); int tempEngunHei = getEngunHei(tempEngunSts); dstEngunHei = tempEngunHei.ToString(); totalEngunHei = tempEngunHei; dstEngunSts = tempEngunSts; } } } Gunzei.GetComponent<Gunzei> ().dstEngunFlg = dstEngunFlg; Gunzei.GetComponent<Gunzei> ().dstEngunDaimyoId = dstEngunDaimyoId; Gunzei.GetComponent<Gunzei> ().dstEngunHei = dstEngunHei; Gunzei.GetComponent<Gunzei> ().dstEngunSts = dstEngunSts; } } //Set Value //CreateTime,srcDaimyoId,dstDaimyoId,srcDaimyoName,dstDaimyoName, srcHei,locationX,locationY,left or right, engunFlg, engunDaimyoId(A:B:C), dstEngunHei(1000:2000:3000), dstEngunSts string keyValue = ""; string createTime = System.DateTime.Now.ToString (); keyValue = createTime + "," + eDaimyo + "," + worstGaikouDaimyo + "," + srcDaimyoName + "," + dstDaimyoName + "," + myHei + "," + aveX + "," + aveY + "," + direction + "," + dstEngunFlg + "," + dstEngunDaimyoId + "," + dstEngunHei + ","+ dstEngunSts; PlayerPrefs.SetString (key, keyValue); string keyHistory = PlayerPrefs.GetString ("keyHistory"); if(keyHistory == null || keyHistory == ""){ keyHistory = key; }else{ keyHistory = keyHistory + "," + key; } PlayerPrefs.SetString ("keyHistory", keyHistory); flush (); string kassenText = ""; if(!dstEngunFlg){ kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしました。"; }else{ kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしました。\n防衛側の同盟国が援軍" + totalEngunHei + "人を派兵しました。"; } messageList.Add (kassenText); if(doumeiFlg){ //Delete doumei doumei.deleteDoumei(eDaimyo, worstGaikouDaimyo.ToString()); //Zero Gaikou string tempYukou = ""; if(tDaimyo == myDaimyo.ToString()){ tempYukou = "gaikou" + eDaimyo; }else{ if(worstGaikouDaimyo < int.Parse(eDaimyo)){ tempYukou = worstGaikouDaimyo.ToString() + "gaikou" + eDaimyo; }else{ tempYukou = eDaimyo + "gaikou" + worstGaikouDaimyo.ToString(); } } PlayerPrefs.SetInt(tempYukou,0); PlayerPrefs.Flush (); } } } } break; } } } } /************/ /***Gaikou***/ /************/ int gaikouQty = CountEnemyGaikouAction (); for (int i=1; i<gaikouQty+1; i++) { bool gaikouFlg = CheckByProbability (gaikouRatio); if (gaikouFlg == true) { //Do gaikou int randomKuni = UnityEngine.Random.Range (1, 66); int srcDaimyoId = int.Parse (seiryokuList [randomKuni - 1]); string srcDaimyoName = daimyo.getName (srcDaimyoId); if (srcDaimyoId != myDaimyo) { List<int> targetKuniList = new List<int> (); KuniInfo kuni = new KuniInfo (); targetKuniList = kuni.getMappingKuni (randomKuni); //Yukoudo Check int bestGaikouDaimyo = 0; int bestGaikouValue = 0; int bestGaikouKuni = 0; int bestHeiryokuValue = 0; SendParam sendParamSrc = targetKuni.transform.FindChild (randomKuni.ToString ()).GetComponent<SendParam> (); bool aggressiveFlg = sendParamSrc.aggressiveFlg; for (int k=0; k<targetKuniList.Count; k++) { SendParam sendParam = targetKuni.transform.FindChild (targetKuniList [k].ToString ()).GetComponent<SendParam> (); if (aggressiveFlg) { //Find best gaikou daimyo int dstDaimyoId = int.Parse (seiryokuList [targetKuniList [k] - 1]); int gaikouValue = 0; if (srcDaimyoId != dstDaimyoId) { if (dstDaimyoId == myDaimyo) { //Get Gaikou Value string eGaikouM = "gaikou" + srcDaimyoId; gaikouValue = PlayerPrefs.GetInt (eGaikouM); } else { //Gaikou Data Check string gaikouTemp = ""; if (srcDaimyoId < dstDaimyoId) { gaikouTemp = srcDaimyoId + "gaikou" + dstDaimyoId; } else { gaikouTemp = dstDaimyoId + "gaikou" + srcDaimyoId; } if (PlayerPrefs.HasKey (gaikouTemp)) { //exsit gaikouValue = PlayerPrefs.GetInt (gaikouTemp); } else { //non exist //gaikou check gaikouValue = gaikou.getGaikouValue (srcDaimyoId, dstDaimyoId); } } //Compare with Previous one //Best one if (gaikouValue >= bestGaikouValue) { bestGaikouValue = gaikouValue; bestGaikouDaimyo = dstDaimyoId; bestGaikouKuni = targetKuniList [k]; } } } else { //Find best heiryoku daimyo int dstDaimyoId = int.Parse (seiryokuList [targetKuniList [k] - 1]); if (srcDaimyoId != dstDaimyoId) { //Heiryoku Check int heiryoku = sendParam.heiryoku; //Compare with Previous one if (heiryoku >= bestHeiryokuValue) { bestHeiryokuValue = heiryoku; int gaikouValue = 0; if (dstDaimyoId == myDaimyo) { //Get Gaikou Value string eGaikouM = "gaikou" + srcDaimyoId; gaikouValue = PlayerPrefs.GetInt (eGaikouM); } else { //Gaikou Data Check string gaikouTemp = ""; if (srcDaimyoId < dstDaimyoId) { gaikouTemp = srcDaimyoId + "gaikou" + dstDaimyoId; } else { gaikouTemp = dstDaimyoId + "gaikou" + srcDaimyoId; } if (PlayerPrefs.HasKey (gaikouTemp)) { //exsit gaikouValue = PlayerPrefs.GetInt (gaikouTemp); } else { //non exist gaikouValue = gaikou.getGaikouValue (srcDaimyoId, dstDaimyoId); } } bestGaikouValue = gaikouValue; bestGaikouDaimyo = dstDaimyoId; bestGaikouKuni = targetKuniList [k]; } } } }//Loop End //Gaikou Action float percent = UnityEngine.Random.value; percent = percent * 100; int gaikouAction = 0; if (percent <= 60) { gaikouAction = 1; //Mitsugi } else if (60 < percent && percent <= 97) { gaikouAction = 2; //Ryugen } else if (97 < percent && percent <= 100) { gaikouAction = 3; //Doumei } if (gaikouAction == 1) { //1. yukoudo up(Mitsugimono) bool yukoudoUpFlg = CheckByProbability (yukoudoUpMissRatio); if (yukoudoUpFlg == true) { //Choose Target Daimyo string dstDaimyoName = daimyo.getName (bestGaikouDaimyo); if (bestGaikouDaimyo == myDaimyo) { //In the case that MyDaimyo receive Mitsugimono int addYukoudo = UpYukouValueWithMyDaimyo (myDaimyo, bestGaikouDaimyo); int addMoney = addYukoudo * 1000; string yukouUpText = srcDaimyoName + "殿が御屋形様に、金" + addMoney.ToString() + "の貢物を送って参りました。\t友好度が" + addYukoudo + "上がります。"; int myMoney = PlayerPrefs.GetInt("money"); myMoney = myMoney + addMoney; PlayerPrefs.SetInt("money",myMoney); flush (); GameObject.Find ("MoneyValue").GetComponent<Text>().text = myMoney.ToString(); messageList.Add (yukouUpText); } else { //In the case between other daimyos int addYukoudo = UpYukouValueWithOther (srcDaimyoId, bestGaikouDaimyo); string yukouUpText = srcDaimyoName + "が" + dstDaimyoName + "に貢物をしました。友好度が" + addYukoudo + "上がります。"; messageList.Add (yukouUpText); } } } else if (gaikouAction == 2) { //2. yukoudo down(Ryugen) bool yukoudoDownFlg = CheckByProbability (yukoudoDownMissRatio); if (yukoudoDownFlg == true) { //Choose Target Daimyo int reduceYukoudo = 0; if (bestGaikouDaimyo != 0) { if (bestGaikouDaimyo == myDaimyo) { //My Daimyo string dstDaimyoName = ""; reduceYukoudo = DownYukouValueWithMyDaimyo (myDaimyo, srcDaimyoId); dstDaimyoName = daimyo.getName (srcDaimyoId); string yukouDownText = "何者かが当家と" + dstDaimyoName + "間に流言を流し、友好度が" + reduceYukoudo + "下がりました。"; messageList.Add (yukouDownText); } else { reduceYukoudo = DownYukouValueWithOther (srcDaimyoId, bestGaikouDaimyo); string dst1stDaimyoName = daimyo.getName (srcDaimyoId); string dst2ndDaimyoName = daimyo.getName (bestGaikouDaimyo); string yukouDownText = "何者かが" + dst1stDaimyoName + "と" + dst2ndDaimyoName + "間に流言を流し、友好度が" + reduceYukoudo + "下がりました。"; messageList.Add (yukouDownText); } } } } else if (gaikouAction == 3) { //3. doumei Gaikou gaiko = new Gaikou(); int yukoudo = gaikou.getExistGaikouValue(srcDaimyoId, bestGaikouDaimyo); bool doumeiFlg = CheckByProbability (yukoudo); if (doumeiFlg == true) { if (bestGaikouDaimyo == myDaimyo) { // // // // // // // // } else { //Exist Check string doumeiTmp = "doumei" + srcDaimyoId; string doumeiString = PlayerPrefs.GetString (doumeiTmp); List<string> doumeiList = new List<string> (); if (doumeiString != null && doumeiString != "") { if (doumeiString.Contains (",")) { doumeiList = new List<string> (doumeiString.Split (delimiterChars)); } else { doumeiList.Add (doumeiString); } } if (!doumeiList.Contains (bestGaikouDaimyo.ToString())) { //Not Exist Case //Doumei Data Register string newDoumei1 = ""; if (doumeiString != null && doumeiString != "") { newDoumei1 = doumeiString + "," + bestGaikouDaimyo; } else { newDoumei1 = bestGaikouDaimyo.ToString(); } PlayerPrefs.SetString (doumeiTmp, newDoumei1); string doumeiTmp2 = "doumei" + bestGaikouDaimyo; string doumeiString2 = PlayerPrefs.GetString (doumeiTmp2); string newDoumei2 = ""; if (doumeiString2 != null && doumeiString2 != "") { newDoumei2 = doumeiString2 + "," + srcDaimyoId; } else { newDoumei2 = srcDaimyoId.ToString(); } PlayerPrefs.SetString (doumeiTmp2, newDoumei2); flush (); string dst1stDaimyoName = daimyo.getName (srcDaimyoId); string dst2ndDaimyoName = daimyo.getName (bestGaikouDaimyo); string doumeiText = dst1stDaimyoName + "と" + dst2ndDaimyoName + "間に同盟が成立しました。"; messageList.Add (doumeiText); } } } } //else if (gaikouAction == 4) { //add here //} } } } //Check Shinobi Cyouhou string cyouhou = PlayerPrefs.GetString("cyouhou"); List<string> cyouhouList = new List<string> (); if (cyouhou != null && cyouhou != "") { if(cyouhou.Contains(",")){ cyouhouList = new List<string> (cyouhou.Split (delimiterChars)); }else{ cyouhouList.Add(cyouhou); } } for(int i=0; i<cyouhouList.Count; i++){ int kuniId = int.Parse(cyouhouList [i]); string snbTmp = "cyouhou" + kuniId.ToString (); int rank = PlayerPrefs.GetInt(snbTmp); float missPercent = 0; if(rank == 1){ missPercent = 30; }else if(rank == 2){ missPercent = 15; }else if(rank == 3){ missPercent = 5; } float percent = Random.value; percent = percent * 100; if (percent < missPercent) { //Miss PlayerPrefs.DeleteKey(snbTmp); cyouhouList.Remove (kuniId.ToString()); string newCyouhou = ""; for(int j=0;j<cyouhouList.Count;j++){ if (j == 0) { newCyouhou = cyouhouList[j]; } else { newCyouhou = newCyouhou + "," + cyouhouList[j]; } } PlayerPrefs.SetString ("cyouhou",newCyouhou); //Reset Chouhou Id targetKuni.transform.FindChild(kuniId.ToString()).GetComponent<SendParam>().cyouhouSnbRankId = 0; //Message KuniInfo kuni = new KuniInfo(); string kuniName = kuni.getKuniName(kuniId); int daimyoId = int.Parse(seiryokuList [kuniId - 1]); Daimyo daimyo = new Daimyo (); string daimyoName = daimyo.getName (daimyoId); int reduceYukoudo = DownYukouValueWithMyDaimyo (myDaimyo, daimyoId); string cyouhouMissText = kuniName + "に潜伏中の忍が見つかりました。\n" + daimyoName + "との友好度が"+reduceYukoudo+"下がりました。"; messageList.Add (cyouhouMissText); } } PlayerPrefs.Flush(); /*Decrease Yukou with Doumei koku*/ string myDoumei = PlayerPrefs.GetString ("doumei"); List<string> myDoumeiList = new List<string> (); if (myDoumei != null && myDoumei != "") { if(myDoumei.Contains(",")){ myDoumeiList = new List<string> (myDoumei.Split (delimiterChars)); }else{ myDoumeiList.Add(myDoumei); } } for (int j=0; j<myDoumeiList.Count; j++) { string doumeiDaimyo = myDoumeiList[j]; string yukouTemp = "gaikou" + doumeiDaimyo; int yukouWithDoumei = PlayerPrefs.GetInt (yukouTemp); int reduceYukou = UnityEngine.Random.Range(0,3); yukouWithDoumei = yukouWithDoumei - reduceYukou; PlayerPrefs.SetInt (yukouTemp,yukouWithDoumei); /*Doumei Clear Check*/ if(yukouWithDoumei<30){ //My Doumei Clear myDoumeiList.Remove(doumeiDaimyo); string newMyDoumei = ""; for(int i=0; i<myDoumeiList.Count; i++){ if(i==0){ newMyDoumei = myDoumeiList[i]; }else{ newMyDoumei = newMyDoumei + "," + myDoumeiList[i]; } } PlayerPrefs.SetString ("doumei",newMyDoumei); //Opposite Doumei Clear string otherTemp = "doumei" + doumeiDaimyo; string otherDoumei = PlayerPrefs.GetString (otherTemp); List<string> otherDoumeiList = new List<string> (); if (otherDoumei != null && otherDoumei != "") { if(otherDoumei.Contains(",")){ otherDoumeiList = new List<string> (otherDoumei.Split (delimiterChars)); }else{ otherDoumeiList.Add(otherDoumei); } } otherDoumeiList.Remove(myDaimyo.ToString()); string newOtherDoumei = ""; for(int i=0; i<otherDoumeiList.Count; i++){ if(i==0){ newOtherDoumei = otherDoumeiList[i]; }else{ newOtherDoumei = newOtherDoumei + "," + otherDoumeiList[i]; } } PlayerPrefs.SetString (otherTemp,newOtherDoumei); //Icon & Flg Change KuniInfo kuni = new KuniInfo(); kuni.deleteDoumeiKuniIcon(int.Parse(doumeiDaimyo)); //Message string dstDaimyoName = daimyo.getName (int.Parse(doumeiDaimyo)); string doumeiClearText = "友好度悪化により、当家と" + dstDaimyoName + "間の同盟が解消しました。"; messageList.Add (doumeiClearText); } PlayerPrefs.Flush(); } /*Decrease Yukou with Doumei koku in other county*/ List<string> activeDaimyoList = new List<string> (); for (int k=0; k<seiryokuList.Count; k++) { string daimyoId = seiryokuList[k]; if(int.Parse(daimyoId) != myDaimyo && !activeDaimyoList.Contains(daimyoId)){ activeDaimyoList.Add(daimyoId); } } for(int l=0; l<activeDaimyoList.Count; l++){ string activeDaimyoId = activeDaimyoList[l]; string temp = "doumei" + activeDaimyoId; if(PlayerPrefs.HasKey(temp)){ string doumeiString = PlayerPrefs.GetString(temp); if(doumeiString != null && doumeiString != ""){ List<string> doumeiTargetList = new List<string> (); if(doumeiString.Contains(",")){ doumeiTargetList = new List<string> (doumeiString.Split (delimiterChars)); }else{ doumeiTargetList.Add(doumeiString); } for(int m=0; m<doumeiTargetList.Count; m++){ string targetDaimyoId = doumeiTargetList[m]; string gaikoTemp = ""; if(int.Parse(activeDaimyoId)<int.Parse(targetDaimyoId)){ gaikoTemp = activeDaimyoId + "gaikou" + targetDaimyoId; }else{ gaikoTemp = targetDaimyoId + "gaikou" + activeDaimyoId; } if(PlayerPrefs.HasKey(gaikoTemp)){ int gaikouValue = PlayerPrefs.GetInt(gaikoTemp); if(gaikouValue <30){ //Doumei Clear //src to dst doumeiTargetList.Remove(targetDaimyoId); string newDoumei1 = ""; for(int n=0; n<doumeiTargetList.Count; n++){ if(n==0){ newDoumei1 = doumeiTargetList[n]; }else{ newDoumei1 = newDoumei1 +"," + doumeiTargetList[n]; } } PlayerPrefs.SetString(temp,newDoumei1); //dst to src string tgtTemp = "doumei" + targetDaimyoId; string tgtDoumeiString = PlayerPrefs.GetString(tgtTemp); List<string> tgtDoumeiList = new List<string> (); if(tgtDoumeiString!=null && tgtDoumeiString != ""){ if(tgtDoumeiString.Contains(",")){ tgtDoumeiList = new List<string> (tgtDoumeiString.Split (delimiterChars)); }else{ tgtDoumeiList.Add(tgtDoumeiString); } tgtDoumeiList.Remove(activeDaimyoId); string newDoumei2 = ""; for(int n=0; n<tgtDoumeiList.Count; n++){ if(n==0){ newDoumei2 = tgtDoumeiList[n]; }else{ newDoumei2 = newDoumei2 +"," + tgtDoumeiList[n]; } } PlayerPrefs.SetString(tgtTemp,newDoumei2); } string srcDaimyoName = daimyo.getName(int.Parse(activeDaimyoId)); string dstDaimyoName = daimyo.getName(int.Parse(targetDaimyoId)); string doumeiClearText = "友好度悪化により、"+ srcDaimyoName+"と" + dstDaimyoName + "間の同盟が解消しました。"; messageList.Add (doumeiClearText); PlayerPrefs.Flush(); } } } } } } //Delete Cyouryaku Data string cyoryakuHst = PlayerPrefs.GetString("cyouryaku"); List<string> cyoryakuHstList = new List<string> (); if(cyoryakuHst != null && cyoryakuHst != ""){ if (cyoryakuHst.Contains (",")) { cyoryakuHstList = new List<string> (cyoryakuHst.Split (delimiterChars)); } else { cyoryakuHstList.Add (cyoryakuHst); } for (int i=0; i<cyoryakuHstList.Count; i++) { string tmp = cyoryakuHstList [i]; PlayerPrefs.DeleteKey (tmp); } PlayerPrefs.DeleteKey ("cyouryaku"); PlayerPrefs.Flush (); } /*Message*/ if (messageList.Count != 0) { /*Common Process*/ //make back string pathOfBack = "Prefabs/Common/TouchBack"; GameObject back = Instantiate(Resources.Load (pathOfBack)) as GameObject; back.transform.SetParent(GameObject.Find ("Panel").transform); back.transform.localScale = new Vector2 (1,1); back.transform.localPosition = new Vector2 (0,0); //make board string pathOfBoard = "Prefabs/Event/EventBoard"; GameObject board = Instantiate(Resources.Load (pathOfBoard)) as GameObject; board.transform.SetParent(GameObject.Find ("Panel").transform); board.transform.localScale = new Vector2 (1,1); string pathOfScroll = "Prefabs/Event/EventScrollView"; GameObject scroll = Instantiate(Resources.Load (pathOfScroll)) as GameObject; scroll.transform.SetParent(board.transform); scroll.transform.localScale = new Vector2 (1,1); RectTransform scrollTransform = scroll.GetComponent<RectTransform> (); scrollTransform.anchoredPosition = new Vector3 (0, -40, 0); string pathOfSlot = "Prefabs/Event/EventSlot"; foreach (string text in messageList) { GameObject slot = Instantiate(Resources.Load (pathOfSlot)) as GameObject; slot.transform.SetParent(scroll.transform.FindChild("Content").transform); slot.transform.FindChild("EventText").GetComponent<Text>().text = text; slot.transform.localScale = new Vector2 (1,1); } } }
// Use this for initialization public void OnClick() { Message msg = new Message(); Gaikou gaikou = new Gaikou(); CloseBoard closeScript = GameObject.Find("close").GetComponent <CloseBoard> (); daimyoId = closeScript.daimyoId; if (hyourouOKflg) { if (moneyOKflg) { //Track int TrackGaikouNo = PlayerPrefs.GetInt("TrackGaikouNo", 0); TrackGaikouNo = TrackGaikouNo + 1; PlayerPrefs.SetInt("TrackGaikouNo", TrackGaikouNo); if (name == "DoMitsugiBtn") { string tempGaikou = "gaikou" + daimyoId; int nowYukoudo = 0; if (PlayerPrefs.HasKey(tempGaikou)) { nowYukoudo = PlayerPrefs.GetInt(tempGaikou); } else { nowYukoudo = 50; } float percent = UnityEngine.Random.value; percent = percent * 100; float tmpYukoudo = (float)nowYukoudo; if (tmpYukoudo < 5) { tmpYukoudo = 5; } if (percent <= tmpYukoudo * 2) { //Success audioSources[3].Play(); reduceMoneyHyourou(); addUsedBusyo(busyoId); //Doumei bool doumeiFlg = closeScript.doumeiFlg; //Add Yukoudo // AddYukoudo = (Money/200)*chiryaku/500 int addYukoudo = (paiedMoney / 200) + (busyoChiryaku / 100); if (addYukoudo <= 0) { addYukoudo = 1; } if (doumeiFlg) { addYukoudo = addYukoudo * 2; } int newYukoudo = nowYukoudo + addYukoudo; if (newYukoudo > 100) { newYukoudo = 100; } PlayerPrefs.SetInt(tempGaikou, newYukoudo); GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); //Change new yukoudo closeScript.yukoudo = newYukoudo; //Message string OKtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { OKtext = "Gave money " + paiedMoney + " to " + daimyoName + ".\n Friendship increased " + addYukoudo + " point"; } else { OKtext = daimyoName + "に金" + paiedMoney + "の貢物をしました。\n友好度が" + addYukoudo + "上がりますぞ。"; } msg.makeMessage(OKtext); PlayerPrefs.SetBool("questDailyFlg28", true); PlayerPrefs.Flush(); //Extension Mark Handling MainStageController main = new MainStageController(); main.questExtension(); upYukouOnIcon(daimyoId, newYukoudo); } else { //Fail audioSources[4].Play(); paiedMoney = 0; reduceMoneyHyourou(); //Message string NGtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { NGtext = daimyoName + " declined our money.\n He doesn't want to build a good relationship with us"; } else { NGtext = daimyoName + "に貢物を体よく断られ申した。\n当家と関係を修復する気はないようですな。"; } msg.makeMessage(NGtext); } //Back GameObject.Find("return").GetComponent <MenuReturn> ().OnClick(); } else if (name == "DoDoumeiBtn") { reduceMoneyHyourou(); //Doumei float percent = Random.value; percent = percent * 100; if (percent <= doumeiRatio) { //Doumei Success audioSources [3].Play(); //Track int TrackDoumeiNo = PlayerPrefs.GetInt("TrackDoumeiNo", 0); TrackDoumeiNo = TrackDoumeiNo + 1; PlayerPrefs.SetInt("TrackDoumeiNo", TrackDoumeiNo); addUsedBusyo(busyoId); string doumei = PlayerPrefs.GetString("doumei"); if (doumei == null || doumei == "") { doumei = daimyoId.ToString(); } else { doumei = doumei + "," + daimyoId.ToString(); } //Data int myDaimyo = PlayerPrefs.GetInt("myDaimyo"); string cpuDoumeiTemp = "doumei" + daimyoId.ToString(); string cpuDoumei = PlayerPrefs.GetString(cpuDoumeiTemp); if (cpuDoumei != null & cpuDoumei != "") { cpuDoumei = cpuDoumei + "," + myDaimyo.ToString(); } else { cpuDoumei = myDaimyo.ToString(); } PlayerPrefs.SetString(cpuDoumeiTemp, cpuDoumei); PlayerPrefs.SetString("doumei", doumei); //Change Target Flg & Kuni Icon Color string seiryoku = PlayerPrefs.GetString("seiryoku"); char[] delimiterChars = { ',' }; List <string> seiryokuList = new List <string> (); seiryokuList = new List <string> (seiryoku.Split(delimiterChars)); GameObject KuniIconView = GameObject.Find("KuniIconView").gameObject; Color doumeiColor = new Color(100f / 255f, 130f / 255f, 255f / 255f, 255f / 255f); //Blue for (int i = 0; i < seiryokuList.Count; i++) { int tempDaimyoId = int.Parse(seiryokuList [i]); if (tempDaimyoId == daimyoId) { int kuniId = i + 1; GameObject kuniIcon = KuniIconView.transform.FindChild(kuniId.ToString()).gameObject; kuniIcon.GetComponent <Image> ().color = doumeiColor; kuniIcon.GetComponent <SendParam> ().doumeiFlg = true; } } PlayerPrefs.SetBool("questSpecialFlg2", true); //Extension Mark Handling MainStageController main = new MainStageController(); main.questExtension(); //Msg string OKtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { OKtext = "Congratulations.\n" + "We concluded an alliance with" + daimyoName + ".\n" + "we got some of strategic options."; } else { OKtext = "教悦至極にございます。" + daimyoName + "と同盟を結びましたぞ。\n" + "戦略の幅が広がりますな。"; } msg.makeMessage(OKtext); //If Gunzei Exist foreach (GameObject obs in GameObject.FindGameObjectsWithTag("Gunzei")) { int srcDaimyoId = obs.GetComponent <Gunzei>().srcDaimyoId; int dstDaimyoId = obs.GetComponent <Gunzei>().dstDaimyoId; if (srcDaimyoId == daimyoId && dstDaimyoId == myDaimyo) { Gunzei gunzeiScript = new Gunzei(); gunzeiScript.deleteGunzei(obs); } } Destroy(GameObject.Find("smallBoard(Clone)")); Destroy(GameObject.Find("TouchBack(Clone)")); } else { //Doumie Failed audioSources [4].Play(); int maxReduceValue = 3; int nowYukoudo = gaikou.getMyGaikou(daimyoId); int newYukoudo = gaikou.downMyGaikou(daimyoId, nowYukoudo, maxReduceValue); int reduceYukoudo = nowYukoudo - newYukoudo; closeScript.yukoudo = newYukoudo; GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); string NGtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { NGtext = daimyoName + " declined our proposal. \n" + "Friendship decreased " + reduceYukoudo + " point"; } else { NGtext = daimyoName + "に体よく断られ申した。\n友好度が" + reduceYukoudo + "下がりますぞ。"; } msg.makeMessage(NGtext); downYukouOnIcon(daimyoId, newYukoudo); //Back GameObject.Find("return").GetComponent <MenuReturn> ().OnClick(); } PlayerPrefs.Flush(); } else if (name == "DoKyoutouBtn") { reduceMoneyHyourou(); //Kyoutou Check float percent = Random.value; percent = percent * 100; if (percent <= kyoutouRatio) { audioSources [3].Play(); //Success addUsedBusyo(busyoId); string playerKyoutouList = PlayerPrefs.GetString("playerKyoutouList", ""); MainEventHandler kyoutou = new MainEventHandler(); if (playerKyoutouList == null || playerKyoutouList == "") { playerKyoutouList = targetKuniId + "-" + kyoutou.getEngunSts(daimyoId.ToString()); } else { playerKyoutouList = playerKyoutouList + ":" + +targetKuniId + "-" + kyoutou.getEngunSts(daimyoId.ToString()); } PlayerPrefs.SetString("playerKyoutouList", playerKyoutouList); //Msg string OKtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { OKtext = "Good. " + daimyoName + "will support our party in " + kuniName + " attack"; } else { OKtext = daimyoName + "殿が" + kuniName + "攻めに\n加勢してくれますぞ。百人力ですな。"; } msg.makeMessage(OKtext); } else { //Fail audioSources [4].Play(); //Doumie Failed int maxReduceValue = 3; int nowYukoudo = gaikou.getMyGaikou(daimyoId); int newYukoudo = gaikou.downMyGaikou(daimyoId, nowYukoudo, maxReduceValue); int reduceYukoudo = nowYukoudo - newYukoudo; GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); closeScript.yukoudo = newYukoudo; string NGtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { NGtext = daimyoName + " declined our proposal. \n" + "Friendship decreased " + reduceYukoudo + " point"; } else { NGtext = daimyoName + "に体よく断られ申した。\n友好度が" + reduceYukoudo + "下がりますぞ。"; } msg.makeMessage(NGtext); downYukouOnIcon(daimyoId, newYukoudo); } PlayerPrefs.Flush(); //Back GameObject.Find("return").GetComponent <MenuReturn> ().OnClick(); } else if (name == "DoDoukatsuBtn") { reduceMoneyHyourou(); float percent = Random.value; percent = percent * 100; if (percent <= doukatsuRatio) { //Success audioSources [3].Play(); addUsedBusyo(busyoId); int kuniQty = closeScript.kuniQty; int getMoney = 0; //Money or Item 0:money, 1:item int moneyOrItem = UnityEngine.Random.Range(0, 2); //Kahou or Shizai 0:kahou, 1:shizai int kahouOrShizai = UnityEngine.Random.Range(0, 2); string kahouName = ""; string shigenName = ""; int addQty = 0; int kahouRank = 0; //kahouRank S,A,B,C=1,2,3,4 //shigen Type int shigenType = 0; //KB,YR,TP,YM=1,2,3,4 if (moneyOrItem == 0) { //money int temGetMoney = UnityEngine.Random.Range(1000, 1501); getMoney = temGetMoney * kuniQty; int nowMoney = PlayerPrefs.GetInt("money"); nowMoney = nowMoney + getMoney; if (nowMoney < 0) { nowMoney = int.MaxValue; } PlayerPrefs.SetInt("money", nowMoney); PlayerPrefs.Flush(); } else { //item //Kahou or Shizai 0:kahou, 1:shizai kahouOrShizai = UnityEngine.Random.Range(0, 2); if (kahouOrShizai == 0) { //kahou Kahou kahou = new Kahou(); ////Bugu, Gusoku, Kabuto, Meiba, Heihousyo, Cyadougu, Chishikisyo(1,2,3,4,5,6) int kahouType = UnityEngine.Random.Range(1, 7); float khPercent = Random.value; khPercent = khPercent * 100; if (5 <= kuniQty) { if (khPercent <= 1) { //S kahouRank = 1; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (1 < khPercent && khPercent <= 30) { //A kahouRank = 2; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (30 < khPercent) { //B kahouRank = 3; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } } else if (3 <= kuniQty && kuniQty < 5) { if (khPercent <= 0.5f) { //S kahouRank = 1; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (0.5f < khPercent && khPercent <= 10) { //A kahouRank = 2; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (10 < khPercent && khPercent <= 40) { //B kahouRank = 3; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (40 < khPercent) { //C kahouRank = 4; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } } else if (kuniQty < 3) { //(A,B,C : 5, 35, 60%) if (khPercent <= 3) { //A kahouRank = 2; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (3 < khPercent && khPercent <= 31) { //B kahouRank = 3; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } else if (31 < khPercent) { //C kahouRank = 3; kahouName = kahou.getRamdomKahou(kahouType, kahouRank); } } } else { //shizai shigenType = UnityEngine.Random.Range(1, 5); float sgPercent = Random.value; sgPercent = sgPercent * 100; addQty = UnityEngine.Random.Range(1, 6); Item item = new Item(); int shigenRank = 0; //下、中、上=1,2,3 if (5 <= kuniQty) { //(上,中,下 40,40, 20%) if (sgPercent <= 40) { shigenRank = 3; } else if (40 < sgPercent && sgPercent <= 81) { shigenRank = 2; } else if (81 < sgPercent) { shigenRank = 1; } shigenName = item.getRandomShigen(shigenType, shigenRank, addQty); } else if (3 <= kuniQty && kuniQty < 5) { //(上,中,下 20,50,30%) if (sgPercent <= 20) { shigenRank = 3; } else if (20 < sgPercent && sgPercent <= 51) { shigenRank = 2; } else if (51 < sgPercent) { shigenRank = 1; } shigenName = item.getRandomShigen(shigenType, shigenRank, addQty); } else if (kuniQty < 3) { //(上,中,下 5,25,70%) if (sgPercent <= 5) { shigenRank = 3; } else if (5 < sgPercent && sgPercent <= 26) { shigenRank = 2; } else if (26 < sgPercent) { shigenRank = 1; } shigenName = item.getRandomShigen(shigenType, shigenRank, addQty); } } } //Message PlayerPrefs.SetBool("questDailyFlg29", true); //Extension Mark Handling MainStageController main = new MainStageController(); main.questExtension(); string OKtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { OKtext = "My lord, successed to threat " + daimyoName; } else { OKtext = "御屋形様、恫喝に成功しましたぞ。\n" + daimyoName + "が"; } string addText = ""; if (moneyOrItem == 0) { if (Application.systemLanguage != SystemLanguage.Japanese) { addText = " gave money " + getMoney + "to us.\n"; } else { addText = "金" + getMoney + "を送って参りました。\n"; } } else { if (kahouOrShizai == 0) { //kahou if (Application.systemLanguage != SystemLanguage.Japanese) { addText = " gave treasure " + kahouName + "to us.\n"; } else { addText = "家宝、" + kahouName + "を送って参りました。\n"; } } else { //shizai+ if (Application.systemLanguage != SystemLanguage.Japanese) { addText = " gave " + addQty + " " + shigenName + " to us.\n"; } else { addText = shigenName + "を" + addQty + "個送って参りました。\n"; } } } int maxReduceValue = 5; int nowYukoudo = gaikou.getMyGaikou(daimyoId); int newYukoudo = gaikou.downMyGaikou(daimyoId, nowYukoudo, maxReduceValue); int reduceYukoudo = nowYukoudo - newYukoudo; GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); closeScript.yukoudo = newYukoudo; string reducceText = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { reducceText = "Friendship decreased " + reduceYukoudo + " point"; } else { reducceText = "友好度が" + reduceYukoudo + "下がりますぞ。"; } OKtext = OKtext + addText + reducceText; msg.makeMessage(OKtext); downYukouOnIcon(daimyoId, newYukoudo); } else { //Failed audioSources [4].Play(); int maxReduceValue = 10; int nowYukoudo = gaikou.getMyGaikou(daimyoId); int newYukoudo = gaikou.downMyGaikou(daimyoId, nowYukoudo, maxReduceValue); int reduceYukoudo = nowYukoudo - newYukoudo; GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); closeScript.yukoudo = newYukoudo; //Message string NGtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { NGtext = daimyoName + " declined our proposal. \n" + "Friendship decreased " + reduceYukoudo + " point"; } else { NGtext = daimyoName + "に体よく断られ申した。\n友好度が" + reduceYukoudo + "下がりますぞ。"; } msg.makeMessage(NGtext); downYukouOnIcon(daimyoId, newYukoudo); } PlayerPrefs.Flush(); //Back GameObject.Find("return").GetComponent <MenuReturn> ().OnClick(); } else if (name == "DoSyuppeiBtn") { reduceMoneyHyourou(); //Syuppei Check float percent = Random.value; percent = percent * 100; if (percent <= kyoutouRatio) { audioSources [3].Play(); //Success //Track int TrackSyuppeiNo = PlayerPrefs.GetInt("TrackSyuppeiNo", 0); TrackSyuppeiNo = TrackSyuppeiNo + 1; PlayerPrefs.SetInt("TrackSyuppeiNo", TrackSyuppeiNo); //Success addUsedBusyo(busyoId); //Process string path = "Prefabs/Map/Gunzei"; GameObject Gunzei = Instantiate(Resources.Load(path)) as GameObject; Gunzei.transform.SetParent(GameObject.Find("Panel").transform); Gunzei.transform.localScale = new Vector2(1, 1); //Location KuniInfo kuni = new KuniInfo(); int srcX = kuni.getKuniLocationX(srcKuniId); int srcY = kuni.getKuniLocationY(srcKuniId); int dstX = kuni.getKuniLocationX(targetKuniId); int dstY = kuni.getKuniLocationY(targetKuniId); string direction = ""; Gunzei gunzei = new Gunzei(); if (srcX < dstX) { Gunzei.transform.localScale = new Vector2(1, 1); direction = "right"; } else { Gunzei.transform.localScale = new Vector2(-1, 1); direction = "left"; Gunzei.GetComponent <Gunzei> ().leftFlg = true; } int aveX = (srcX + dstX) / 2; int aveY = (srcY + dstY) / 2; RectTransform GunzeiTransform = Gunzei.GetComponent <RectTransform> (); GunzeiTransform.anchoredPosition = new Vector3(aveX, aveY, 0); string key = srcKuniId.ToString() + "-" + targetKuniId.ToString(); Gunzei.GetComponent <Gunzei> ().key = key; Gunzei.GetComponent <Gunzei> ().srcKuni = srcKuniId; Gunzei.GetComponent <Gunzei> ().srcDaimyoId = srcDaimyoId; Gunzei.GetComponent <Gunzei> ().srcDaimyoName = srcDaimyoName; Gunzei.GetComponent <Gunzei> ().dstKuni = targetKuniId; Gunzei.GetComponent <Gunzei> ().dstDaimyoId = targetDaimyoId; Gunzei.GetComponent <Gunzei> ().dstDaimyoName = targetDaimyoName; int myHei = gunzei.heiryokuCalc(srcKuniId); //random myHei from -50%-myHeis List <float> randomPercent = new List <float> { 0.8f, 0.9f, 1.0f }; int rmd = UnityEngine.Random.Range(0, randomPercent.Count); float per = randomPercent [rmd]; myHei = Mathf.CeilToInt(myHei * per); Gunzei.GetComponent <Gunzei> ().myHei = myHei; Gunzei.name = key; //Engun from Doumei Doumei doumei = new Doumei(); List <string> doumeiDaimyoList = doumei.doumeiExistCheck(targetDaimyoId, srcDaimyoId.ToString()); bool dstEngunFlg = false; string dstEngunDaimyoId = ""; //2:3:5 string dstEngunHei = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: int totalEngunHei = 0; string seiryoku = PlayerPrefs.GetString("seiryoku"); char[] delimiterChars = { ',' }; List <string> seiryokuList = new List <string>(); seiryokuList = new List <string> (seiryoku.Split(delimiterChars)); //Trace Check List <string> okDaimyoList = new List <string> (); List <string> checkList = new List <string> (); okDaimyoList = doumei.traceNeighborDaimyo(targetKuniId, targetDaimyoId, doumeiDaimyoList, seiryokuList, checkList, okDaimyoList); if (okDaimyoList.Count != 0) { //Doumei & Neghbor Daimyo Exist for (int k = 0; k < okDaimyoList.Count; k++) { string engunDaimyo = okDaimyoList[k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), targetDaimyoId); //engun check MainEventHandler mainEvent = new MainEventHandler(); dstEngunFlg = mainEvent.CheckByProbability(yukoudo); if (dstEngunFlg) { //Engun OK dstEngunFlg = true; if (dstEngunDaimyoId != null && dstEngunDaimyoId != "") { dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = engunDaimyo + "-" + mainEvent.getEngunSts(engunDaimyo); int tempEngunHei = mainEvent.getEngunHei(tempEngunSts); dstEngunHei = dstEngunHei + ":" + tempEngunHei.ToString(); totalEngunHei = totalEngunHei + tempEngunHei; dstEngunSts = dstEngunSts + ":" + tempEngunSts; } else { dstEngunDaimyoId = engunDaimyo; string tempEngunSts = engunDaimyo + "-" + mainEvent.getEngunSts(engunDaimyo); int tempEngunHei = mainEvent.getEngunHei(tempEngunSts); dstEngunHei = tempEngunHei.ToString(); totalEngunHei = tempEngunHei; dstEngunSts = tempEngunSts; } } } Gunzei.GetComponent <Gunzei> ().dstEngunFlg = dstEngunFlg; Gunzei.GetComponent <Gunzei> ().dstEngunDaimyoId = dstEngunDaimyoId; Gunzei.GetComponent <Gunzei> ().dstEngunHei = dstEngunHei; Gunzei.GetComponent <Gunzei> ().dstEngunSts = dstEngunSts; } //Set Value //CreateTime,srcDaimyoId,dstDaimyoId,srcDaimyoName,dstDaimyoName, srcHei,locationX,locationY,left or right, engunFlg, engunDaimyoId(A:B:C), dstEngunHei(1000:2000:3000), dstEngunSts string keyValue = ""; string createTime = System.DateTime.Now.ToString(); keyValue = createTime + "," + srcDaimyoId + "," + targetDaimyoId + "," + srcDaimyoName + "," + targetDaimyoName + "," + myHei + "," + aveX + "," + aveY + "," + direction + "," + dstEngunFlg + "," + dstEngunDaimyoId + "," + dstEngunHei + "," + dstEngunSts; PlayerPrefs.SetString(key, keyValue); string keyHistory = PlayerPrefs.GetString("keyHistory"); if (keyHistory == null || keyHistory == "") { keyHistory = key; } else { keyHistory = keyHistory + "," + key; } PlayerPrefs.SetString("keyHistory", keyHistory); //Msg string OKtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { OKtext = "Lord " + daimyoName + " is sending " + myHei + " soldiers to " + kuniName; } else { OKtext = daimyoName + "殿が" + kuniName + "攻めのため、\n" + myHei + "人の兵を起こしましたぞ。"; } string AddText = ""; if (totalEngunHei != 0) { if (Application.systemLanguage != SystemLanguage.Japanese) { AddText = targetDaimyoName + " has a support army " + totalEngunHei + " soldiers"; } else { AddText = targetDaimyoName + "に" + totalEngunHei + "の援軍がいるようです。"; } OKtext = OKtext + "\n" + AddText; } msg.makeMessage(OKtext); } else { //Fail audioSources [4].Play(); int maxReduceValue = 3; int nowYukoudo = gaikou.getMyGaikou(daimyoId); int newYukoudo = gaikou.downMyGaikou(daimyoId, nowYukoudo, maxReduceValue); int reduceYukoudo = nowYukoudo - newYukoudo; GameObject.Find("YukouValue").GetComponent <Text> ().text = newYukoudo.ToString(); closeScript.yukoudo = newYukoudo; string NGtext = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { NGtext = daimyoName + " declined our proposal. \n" + "Friendship decreased " + reduceYukoudo + " point"; } else { NGtext = daimyoName + "に体よく断られ申した。\n友好度が" + reduceYukoudo + "下がりますぞ。"; } msg.makeMessage(NGtext); downYukouOnIcon(daimyoId, newYukoudo); } PlayerPrefs.Flush(); //Back GameObject.Find("return").GetComponent <MenuReturn> ().OnClick(); } } else { //Message audioSources [4].Play(); string NGtext = msg.getMessage(6); msg.makeMessage(NGtext); } } else { //Message audioSources [4].Play(); //string NGtext = msg.getMessage(7); //msg.makeMessage (NGtext); msg.hyourouMovieMessage(); } }
public void OnClick() { audioSources = GameObject.Find("SEController").GetComponents <AudioSource> (); audioSources [5].Play(); //Hyourou int hyourou = PlayerPrefs.GetInt("hyourou"); int newHyourou = hyourou - 10; PlayerPrefs.SetInt("hyourou", newHyourou); GameObject.Find("HyourouCurrentValue").GetComponent <Text> ().text = newHyourou.ToString(); //Track int TrackToubatsuNo = PlayerPrefs.GetInt("TrackToubatsuNo", 0); TrackToubatsuNo = TrackToubatsuNo + 1; PlayerPrefs.SetInt("TrackToubatsuNo", TrackToubatsuNo); MainStageController script = GameObject.Find("GameController").GetComponent <MainStageController> (); myKuniQty = script.myKuniQty; myDaimyo = script.myDaimyo; myKuniQtyIsBiggestFlg = GameObject.Find("bakuhuReturn").GetComponent <BakuhuMenuReturn> ().myKuniQtyIsBiggestFlg; List <string> messageList = new List <string> (); //reduce yukoudo Gaikou gaikou = new Gaikou(); DoGaikou doGaikou = new DoGaikou(); int myGaikouValueWithTarget = gaikou.getMyGaikou(targetDaimyoId); int newYukoudoWithTarget = gaikou.downMyGaikou(targetDaimyoId, myGaikouValueWithTarget, 50); int reducedValueWithTarget = myGaikouValueWithTarget - newYukoudoWithTarget; string firstKassenText = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { firstKassenText = "Declared " + targetDaimyoName + " attack order. \n Friendship reduced " + reducedValueWithTarget + " point."; } else { firstKassenText = targetDaimyoName + "討伐を宣言しました。\n当家との友好度が" + reducedValueWithTarget + "下がります。"; } doGaikou.downYukouOnIcon(targetDaimyoId, newYukoudoWithTarget); messageList.Add(firstKassenText); //doumei check Doumei doumei = new Doumei(); KuniInfo kuni = new KuniInfo(); bool doumeiExistFlg = doumei.myDoumeiExistCheck(targetDaimyoId); if (doumeiExistFlg) { doumei.deleteDoumei(myDaimyo.ToString(), targetDaimyoId.ToString()); //Change Map & Yukoudo kuni.deleteDoumeiKuniIcon(targetDaimyoId); } PlayerPrefs.Flush(); //Listup Target kuni Id string seiryoku = PlayerPrefs.GetString("seiryoku"); List <string> seiryokuList = new List <string> (); char[] delimiterChars = { ',' }; seiryokuList = new List <string> (seiryoku.Split(delimiterChars)); List <int> targetKuniList = new List <int> (); for (int i = 0; i < seiryokuList.Count; i++) { if (int.Parse(seiryokuList [i]) == targetDaimyoId) { int kuniId = i + 1; targetKuniList.Add(kuniId); } } //Listup Available Open kuni List <string> srcDstKuniList = new List <string> (); Entity_kuni_mapping_mst kuniMapMst = Resources.Load("Data/kuni_mapping_mst") as Entity_kuni_mapping_mst; for (int j = 0; j < targetKuniList.Count; j++) { int tmpTargetKuniId = targetKuniList [j]; for (int i = 0; i < kuniMapMst.param.Count; i++) { int temClearedKuniId = kuniMapMst.param[i].Souce; if (temClearedKuniId == tmpTargetKuniId) { int openKuniId = kuniMapMst.param [i].Open; if (int.Parse(seiryokuList [openKuniId - 1]) != targetDaimyoId && int.Parse(seiryokuList [openKuniId - 1]) != myDaimyo) { srcDstKuniList.Add(openKuniId.ToString() + "-" + tmpTargetKuniId.ToString()); } } } } //Shuffule for (int i = 0; i < srcDstKuniList.Count; i++) { string temp = srcDstKuniList[i]; int randomIndex = Random.Range(i, srcDstKuniList.Count); srcDstKuniList[i] = srcDstKuniList[randomIndex]; srcDstKuniList[randomIndex] = temp; } /*Condition of succesful*/ //1. number of own kuni is more thab twice as number as target ... 20% //2. number of own kuni is the largest ... 30% //3. relathionship btwn my party and src kuni is 100% ... 20% //4. relathionship btwn the other countiries each other is 0% ... 20% //5. attacker keep kuni number more than country receiving attack ... 10% //1. if (myKuniQty > 2 * kuniQty) { baseRatio = 20; } //2. if (myKuniQtyIsBiggestFlg) { baseRatio = baseRatio + 30; } //Make Gunzei char[] delimiterChars2 = { '-' }; GameObject BakuhuKuniIconView = GameObject.Find("BakuhuKuniIconView").gameObject; string path = "Prefabs/Map/Gunzei"; string visualizePath = "Prefabs/Bakuhu/ToubatsuSrcBusyo"; GameObject panel = GameObject.Find("Panel").gameObject; Gunzei gunzei = new Gunzei(); Daimyo daimyo = new Daimyo(); MainEventHandler mEvent = new MainEventHandler(); List <int> doneSrcDaimyoList = new List <int> (); for (int k = 0; k < srcDstKuniList.Count; k++) { float indvRatio = 0; string key = srcDstKuniList[k]; List <string> srcDstList = new List <string> (); srcDstList = new List <string> (key.Split(delimiterChars2)); //3 int srcKuniId = int.Parse(srcDstList[0]); int srcDaimyo = int.Parse(seiryokuList[srcKuniId - 1]); if (!doneSrcDaimyoList.Contains(srcDaimyo)) { doneSrcDaimyoList.Add(srcDaimyo); bool ExistFlg = false; foreach (GameObject obs in GameObject.FindGameObjectsWithTag("Gunzei")) { int gunzeiSrcDaimyoId = obs.GetComponent <Gunzei>().srcDaimyoId; if (srcDaimyo == gunzeiSrcDaimyoId) { ExistFlg = true; } } if (!ExistFlg) { int myGaikouValue = gaikou.getMyGaikou(srcDaimyo); indvRatio = baseRatio + (float)myGaikouValue / 5; //4. int dstKuniId = int.Parse(srcDstList [1]); int dstDaimyo = int.Parse(seiryokuList [dstKuniId - 1]); int otherGaikouValue = gaikou.getOtherGaikouValue(srcDaimyo, dstDaimyo); indvRatio = indvRatio + (float)((100 - otherGaikouValue) / 5); //5. int srcKuniQty = BakuhuKuniIconView.transform.FindChild(srcDstList [0]).GetComponent <SendParam> ().kuniQty; float addRatio = 0; if (srcKuniQty >= kuniQty) { addRatio = 10; indvRatio = indvRatio + addRatio; } //Success Check float percent = UnityEngine.Random.value; percent = percent * 100; if (percent <= indvRatio) { //OK toubatsuFlg = true; GameObject Gunzei = Instantiate(Resources.Load(path)) as GameObject; Gunzei.transform.SetParent(panel.transform); Gunzei.transform.localScale = new Vector2(1, 1); GameObject minGunzei = Instantiate(Resources.Load(visualizePath)) as GameObject; minGunzei.transform.SetParent(BakuhuKuniIconView.transform); int daimyoBusyoId = daimyo.getDaimyoBusyoId(srcDaimyo); string daimyoPath = "Prefabs/Player/Sprite/unit" + daimyoBusyoId.ToString(); minGunzei.GetComponent <SpriteRenderer> ().sprite = Resources.Load(daimyoPath, typeof(Sprite)) as Sprite; //Location int srcX = kuni.getKuniLocationX(srcKuniId); int srcY = kuni.getKuniLocationY(srcKuniId); int dstX = kuni.getKuniLocationX(dstKuniId); int dstY = kuni.getKuniLocationY(dstKuniId); string direction = ""; if (srcX < dstX) { Gunzei.transform.localScale = new Vector2(1, 1); minGunzei.transform.localScale = new Vector2(60, 72); direction = "right"; } else { Gunzei.transform.localScale = new Vector2(-1, 1); minGunzei.transform.localScale = new Vector2(-60, 72); direction = "left"; Gunzei.GetComponent <Gunzei> ().leftFlg = true; } int aveX = (srcX + dstX) / 2; int aveY = (srcY + dstY) / 2; RectTransform GunzeiTransform = Gunzei.GetComponent <RectTransform> (); GunzeiTransform.anchoredPosition = new Vector3(aveX, aveY, 0); RectTransform minGunzeiTransform = minGunzei.GetComponent <RectTransform> (); float minAveX = (float)aveX * 0.8f; float minAveY = (float)aveY * 0.65f; minGunzeiTransform.anchoredPosition = new Vector3((int)minAveX, (int)minAveY, 0); Gunzei.GetComponent <Gunzei> ().key = key; Gunzei.GetComponent <Gunzei> ().srcKuni = srcKuniId; Gunzei.GetComponent <Gunzei> ().srcDaimyoId = srcDaimyo; string srcDaimyoName = daimyo.getName(srcDaimyo); Gunzei.GetComponent <Gunzei> ().srcDaimyoName = srcDaimyoName; Gunzei.GetComponent <Gunzei> ().dstKuni = dstKuniId; Gunzei.GetComponent <Gunzei> ().dstDaimyoId = dstDaimyo; string dstDaimyoName = daimyo.getName(dstDaimyo); Gunzei.GetComponent <Gunzei> ().dstDaimyoName = dstDaimyoName; int myHei = gunzei.heiryokuCalc(srcKuniId); //random myHei from -50%-myHei List <float> randomPercent = new List <float> { 0.8f, 0.9f, 1.0f }; int rmd = UnityEngine.Random.Range(0, randomPercent.Count); float per = randomPercent [rmd]; myHei = Mathf.CeilToInt(myHei * per); Gunzei.GetComponent <Gunzei> ().myHei = myHei; Gunzei.name = key; //Engun from Doumei List <string> doumeiDaimyoList = new List <string> (); bool dstEngunFlg = false; string dstEngunDaimyoId = ""; //2:3:5 string dstEngunHei = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: int totalEngunHei = 0; //Doumei Check doumeiDaimyoList = doumei.doumeiExistCheck(dstDaimyo, srcDaimyo.ToString()); string doumeiCheck = "doumei" + srcDaimyo; if (PlayerPrefs.HasKey(doumeiCheck)) { string cDoumei = PlayerPrefs.GetString(doumeiCheck); List <string> cDoumeiList = new List <string>(); if (cDoumei.Contains(",")) { cDoumeiList = new List <string> (cDoumei.Split(delimiterChars)); } else { cDoumeiList.Add(cDoumei); } //If Doumei Daimyo -> Delete if (cDoumeiList.Contains(dstDaimyo.ToString())) { doumei.deleteDoumei(srcDaimyo.ToString(), dstDaimyo.ToString()); } } if (doumeiDaimyoList.Count != 0) { //Doumei Exist //Trace Check List <string> okDaimyoList = new List <string> (); List <string> checkList = new List <string> (); okDaimyoList = doumei.traceNeighborDaimyo(dstKuniId, dstDaimyo, doumeiDaimyoList, seiryokuList, checkList, okDaimyoList); if (okDaimyoList.Count != 0) { //Doumei & Neghbor Daimyo Exist for (int h = 0; h < okDaimyoList.Count; h++) { string engunDaimyo = okDaimyoList[h]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), dstDaimyo); //engun check dstEngunFlg = mEvent.CheckByProbability(yukoudo); if (dstEngunFlg) { //Engun OK dstEngunFlg = true; if (dstEngunDaimyoId != null && dstEngunDaimyoId != "") { dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = engunDaimyo + "-" + mEvent.getEngunSts(engunDaimyo); int tempEngunHei = mEvent.getEngunHei(tempEngunSts); dstEngunHei = dstEngunHei + ":" + tempEngunHei.ToString(); totalEngunHei = totalEngunHei + tempEngunHei; dstEngunSts = dstEngunSts + ":" + tempEngunSts; } else { dstEngunDaimyoId = engunDaimyo; string tempEngunSts = engunDaimyo + "-" + mEvent.getEngunSts(engunDaimyo); int tempEngunHei = mEvent.getEngunHei(tempEngunSts); dstEngunHei = tempEngunHei.ToString(); totalEngunHei = tempEngunHei; dstEngunSts = tempEngunSts; } } } Gunzei.GetComponent <Gunzei> ().dstEngunFlg = dstEngunFlg; Gunzei.GetComponent <Gunzei> ().dstEngunDaimyoId = dstEngunDaimyoId; Gunzei.GetComponent <Gunzei> ().dstEngunHei = dstEngunHei; Gunzei.GetComponent <Gunzei> ().dstEngunSts = dstEngunSts; } } //Set Value //CreateTime,srcDaimyoId,dstDaimyoId,srcDaimyoName,dstDaimyoName, srcHei,locationX,locationY,left or right, engunFlg, engunDaimyoId(A:B:C), dstEngunHei(1000:2000:3000), dstEngunSts string keyValue = ""; string createTime = System.DateTime.Now.ToString(); keyValue = createTime + "," + srcDaimyo + "," + dstDaimyo + "," + srcDaimyoName + "," + dstDaimyoName + "," + myHei + "," + aveX + "," + aveY + "," + direction + "," + dstEngunFlg + "," + dstEngunDaimyoId + "," + dstEngunHei + "," + dstEngunSts; PlayerPrefs.SetString(key, keyValue); string keyHistory = PlayerPrefs.GetString("keyHistory"); if (keyHistory == null || keyHistory == "") { keyHistory = key; } else { keyHistory = keyHistory + "," + key; } PlayerPrefs.SetString("keyHistory", keyHistory); PlayerPrefs.SetInt("bakuhuTobatsuDaimyoId", dstDaimyo); PlayerPrefs.Flush(); string kassenText = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { if (!dstEngunFlg) { kassenText = srcDaimyoName + " is attacking " + dstDaimyoName + " with " + myHei + " soldiers."; } else { kassenText = srcDaimyoName + " is attacking " + dstDaimyoName + " with " + myHei + " soldiers.\n Defender's allianced country sent " + totalEngunHei + " soldiers."; } } else { if (!dstEngunFlg) { kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしました。"; } else { kassenText = srcDaimyoName + "が" + dstDaimyoName + "討伐の兵" + myHei + "人を起こしました。\n防衛側の同盟国が援軍" + totalEngunHei + "人を派兵しました。"; } } messageList.Add(kassenText); } else { //NG string kassenText = ""; string srcDaimyoName = daimyo.getName(srcDaimyo); int newYukoudo = gaikou.downMyGaikou(srcDaimyo, myGaikouValue, 15); int reducedValue = myGaikouValue - newYukoudo; if (Application.systemLanguage != SystemLanguage.Japanese) { kassenText = srcDaimyoName + " rejected our attack order. Friendship reduced " + reducedValue + " point."; } else { kassenText = srcDaimyoName + "が討伐令を黙殺しました。当家との友好度が" + reducedValue + "下がります。"; } doGaikou.downYukouOnIcon(srcDaimyo, newYukoudo); messageList.Add(kassenText); } } } } //Disabled foreach (Transform obj in BakuhuKuniIconView.transform) { if (obj.GetComponent <Button> ()) { obj.GetComponent <Button> ().enabled = false; } } GameObject toubatsuSelect = GameObject.Find("ToubatsuSelect").gameObject; toubatsuSelect.transform.FindChild("ToubatsuBtn").gameObject.SetActive(false); if (toubatsuFlg) { audioSources [3].Play(); if (Application.systemLanguage != SystemLanguage.Japanese) { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text> ().text = "Declared " + targetDaimyoName + " attack order. Other family responded to it."; } else { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text>().text = targetDaimyoName + "の討伐令を出しました。諸大名が呼応したようです。"; } } else { audioSources [4].Play(); if (srcDstKuniList.Count == 0) { if (Application.systemLanguage != SystemLanguage.Japanese) { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text> ().text = "There is no family who can respond to " + targetDaimyoName + " attack order."; } else { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text>().text = "現在" + targetDaimyoName + "の討伐に呼応可能な大名はおりません。"; } } else { if (Application.systemLanguage != SystemLanguage.Japanese) { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text> ().text = "No family responded to our attack order because of fear for " + targetDaimyoName + "."; } else { toubatsuSelect.transform.FindChild("Exp").GetComponent <Text>().text = targetDaimyoName + "を恐れてか、討伐令にどの大名も呼応しませんでした。"; } } } Message msg = new Message(); msg.makeSlotMessage(messageList); }
public void OnClick() { AudioSource[] audioSources = GameObject.Find("SEController").GetComponents <AudioSource> (); if (name == "YesButton") { audioSources [0].Play(); GameObject kuniView = GameObject.Find("KuniIconView"); SendParam param = kuniView.transform.FindChild(kuniId.ToString()).GetComponent <SendParam>(); //adjust int busyoQty = param.busyoQty; int jinkeiBusyoQty = PlayerPrefs.GetInt("jinkeiBusyoQty"); if (busyoQty < jinkeiBusyoQty) { busyoQty = jinkeiBusyoQty; } int busyoLv = param.busyoLv; //adjsut int butaiQty = param.butaiQty; int jinkeiAveChQty = PlayerPrefs.GetInt("jinkeiAveChQty"); if (butaiQty < jinkeiAveChQty) { butaiQty = jinkeiAveChQty; } int butaiLv = param.butaiLv; //Dummy PlayerPrefs.SetInt("activeStageId", 0); PlayerPrefs.SetInt("activeStageMoney", busyoQty * busyoLv * 100); PlayerPrefs.SetInt("activeStageExp", busyoQty * busyoLv * 10); PlayerPrefs.SetString("activeItemType", ""); PlayerPrefs.SetInt("activeItemId", 0); PlayerPrefs.SetFloat("activeItemRatio", 0); PlayerPrefs.SetInt("activeItemQty", 0); PlayerPrefs.SetString("activeItemGrp", "no"); //Actual KuniInfo kuni = new KuniInfo(); string kassenName = ""; if (Application.systemLanguage != SystemLanguage.Japanese) { kassenName = " Final Battle with " + daimyoName; } else { kassenName = daimyoName + "決戦"; } PlayerPrefs.SetString("activeStageName", kassenName); PlayerPrefs.SetInt("activeDaimyoId", daimyoId); PlayerPrefs.SetInt("activeBusyoQty", busyoQty); PlayerPrefs.SetInt("activeBusyoLv", busyoLv); PlayerPrefs.SetInt("activeButaiQty", butaiQty); PlayerPrefs.SetInt("activeButaiLv", butaiLv); //Flag PlayerPrefs.DeleteKey("isAttackedFlg"); PlayerPrefs.SetBool("isKessenFlg", true); PlayerPrefs.SetInt("kessenHyourou", needHyourouNo); //Player Doumei Flg PlayerPrefs.DeleteKey("playerEngunList"); //Enemy Doumei Handling PlayerPrefs.DeleteKey("enemyEngunList"); string doumeiTemp = "doumei" + daimyoId; string enemyDoumeiString = PlayerPrefs.GetString(doumeiTemp); char[] delimiterChars = { ',' }; List <string> doumeiList = new List <string>(); if (enemyDoumeiString != null && enemyDoumeiString != "") { if (enemyDoumeiString.Contains(",")) { doumeiList = new List <string> (enemyDoumeiString.Split(delimiterChars)); } else { doumeiList.Add(enemyDoumeiString); } } string seiryoku = PlayerPrefs.GetString("seiryoku"); List <string> seiryokuList = new List <string> (); seiryokuList = new List <string> (seiryoku.Split(delimiterChars)); Doumei doumei = new Doumei(); Gaikou gaikou = new Gaikou(); List <string> okDaimyoList = new List <string> (); List <string> checkedList = new List <string> (); string dstEngunDaimyoId = ""; string dstEngunSts = ""; //BusyoId-BusyoLv-ButaiQty-ButaiLv: okDaimyoList = doumei.traceNeighborDaimyo(kuniId, daimyoId, doumeiList, seiryokuList, checkedList, okDaimyoList); if (okDaimyoList.Count != 0) { for (int k = 0; k < okDaimyoList.Count; k++) { string engunDaimyo = okDaimyoList [k]; int yukoudo = gaikou.getExistGaikouValue(int.Parse(engunDaimyo), daimyoId); //engun check MainEventHandler main = new MainEventHandler(); bool dstEngunFlg = main.CheckByProbability(yukoudo); if (dstEngunFlg) { //Engun OK dstEngunFlg = true; if (dstEngunDaimyoId != null && dstEngunDaimyoId != "") { dstEngunDaimyoId = dstEngunDaimyoId + ":" + engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = dstEngunSts + ":" + engunDaimyo + "-" + tempEngunSts; } else { dstEngunDaimyoId = engunDaimyo; string tempEngunSts = main.getEngunSts(engunDaimyo); dstEngunSts = engunDaimyo + "-" + tempEngunSts; } } } PlayerPrefs.SetString("enemyEngunList", dstEngunSts); } //Delete "Start Kassen Flg" PlayerPrefs.DeleteKey("activeLink"); PlayerPrefs.SetInt("activePowerType", 3); PlayerPrefs.Flush(); Application.LoadLevel("preKassen"); } else { audioSources [1].Play(); Destroy(confirm.gameObject); Destroy(back.gameObject); } }