public void DoSetForce_AchievementProgress(string strAchievementKey, EAchieveProgress eProgress, bool bIsNotifyObserver = true) { AchievementData pData = DoGet_AchievementData(strAchievementKey); pData.pProgressData.eAchieveProgress = eProgress; if (bIsNotifyObserver) { pData.OnUpdateAchieve.DoNotify(pData); } }
public string GetAchievementProgressDescription(IAchievementProgressData pProgressData, EAchieveProgress eQuestProgress) { switch (eQuestProgress) { case EAchieveProgress.None: return(strAchievementKey + " 퀘스트 안받고있음"); case EAchieveProgress.In_Progress: return(strAchievementKey + " 퀘스트 진행중"); case EAchieveProgress.Success: return(strAchievementKey + " 퀘스트 성공"); case EAchieveProgress.Fail: return(strAchievementKey + " 퀘스트 실패"); case EAchieveProgress.GiveUp: return(strAchievementKey + " 퀘스트 포기"); default: return(strAchievementKey + " 에러"); } }
public EAchieveProgress Calculate_AchievementProgress(AchievementDataManager.AchievementData pData, EAchieveProgress eCurrentProgress) { if (eCurrentProgress == EAchieveProgress.Fail || eCurrentProgress == EAchieveProgress.GiveUp) { return(eCurrentProgress); } if (pData.pProgressData.eAchieveProgress == EAchieveProgress.None && pData.pProgressData.iAchievementCount == 0) { return(EAchieveProgress.None); } if (pData.pAchievementData.iAchievementCount > pData.pProgressData.iAchievementCount) { return(EAchieveProgress.In_Progress); } else { return(EAchieveProgress.Success); } }