/// <summary> /// 增加评价 /// </summary> /// <param name="type"></param> /// <param name="number"></param> public void AddPraise(PraiseTypeEnum type, int number) { switch (type) { case PraiseTypeEnum.Excited: praiseExcitedNumber += number; break; case PraiseTypeEnum.Happy: praiseHappyNumber += number; break; case PraiseTypeEnum.Okay: praiseOkayNumber += number; break; case PraiseTypeEnum.Ordinary: praiseOrdinaryNumber += number; break; case PraiseTypeEnum.Disappointed: praiseDisappointedNumber += number; break; case PraiseTypeEnum.Anger: praiseAngerNumber += number; break; } }
/// <summary> /// 根据心情不同给出不同的评价 /// </summary> /// <returns></returns> public PraiseTypeEnum GetPraise() { PraiseTypeEnum praise = PraiseTypeEnum.Excited; if (mood > 80) { praise = PraiseTypeEnum.Excited; } else if (mood > 60 && mood <= 80) { praise = PraiseTypeEnum.Happy; } else if (mood > 40 && mood <= 60) { praise = PraiseTypeEnum.Okay; } else if (mood > 20 && mood <= 40) { praise = PraiseTypeEnum.Ordinary; } else if (mood > 0 && mood <= 20) { praise = PraiseTypeEnum.Disappointed; } else if (mood <= 0) { praise = PraiseTypeEnum.Anger; } return(praise); }
/// <summary> /// 获取评价描述 /// </summary> /// <returns></returns> public string GetPraiseDetails() { PraiseTypeEnum praiseType = GetPraise(); string praiseStr = "???"; switch (praiseType) { case PraiseTypeEnum.Excited: praiseStr = TextHandler.Instance.manager.GetTextById(64); break; case PraiseTypeEnum.Happy: praiseStr = TextHandler.Instance.manager.GetTextById(65); break; case PraiseTypeEnum.Okay: praiseStr = TextHandler.Instance.manager.GetTextById(66); break; case PraiseTypeEnum.Ordinary: praiseStr = TextHandler.Instance.manager.GetTextById(67); break; case PraiseTypeEnum.Disappointed: praiseStr = TextHandler.Instance.manager.GetTextById(68); break; case PraiseTypeEnum.Anger: praiseStr = TextHandler.Instance.manager.GetTextById(69); break; } return(praiseStr); }
/// <summary> /// 增加好评 /// </summary> /// <param name="praiseType"></param> /// <param name="number"></param> public void AddPraise(PraiseTypeEnum praiseType, int number) { switch (praiseType) { case PraiseTypeEnum.Excited: praiseForExcited += number; break; case PraiseTypeEnum.Happy: praiseForHappy += number; break; case PraiseTypeEnum.Okay: praiseForOkay += number; break; case PraiseTypeEnum.Ordinary: praiseForOrdinary += number; break; case PraiseTypeEnum.Disappointed: praiseForDisappointed += number; break; case PraiseTypeEnum.Anger: praiseForAnger += number; break; } }
/// <summary> /// 好评数量 /// </summary> /// <param name="praiseType"></param> /// <param name="number"></param> public void AddItemForPraiseNumber(PraiseTypeEnum praiseType, long number) { string iconKey = ""; switch (praiseType) { case PraiseTypeEnum.Excited: iconKey = "customer_mood_0"; break; case PraiseTypeEnum.Happy: iconKey = "customer_mood_1"; break; case PraiseTypeEnum.Okay: iconKey = "customer_mood_2"; break; case PraiseTypeEnum.Ordinary: iconKey = "customer_mood_3"; break; case PraiseTypeEnum.Disappointed: iconKey = "customer_mood_4"; break; case PraiseTypeEnum.Anger: iconKey = "customer_mood_5"; break; } Sprite spIcon = IconDataHandler.Instance.manager.GetIconSpriteByName(iconKey); CreateTextItem(spIcon, TextHandler.Instance.manager.GetTextById(336), number + ""); }
public override void IntentForLeave() { //添加好感 if (orderForCustomer != null) { PraiseTypeEnum praiseType = orderForCustomer.innEvaluation.GetPraise(); if (praiseType == PraiseTypeEnum.Excited || praiseType == PraiseTypeEnum.Happy) { int AddFavorability = 0; if (praiseType == PraiseTypeEnum.Excited) { AddFavorability = 1; } else if (praiseType == PraiseTypeEnum.Happy) { } characterFavorabilityData.AddFavorability(AddFavorability); //弹出喜爱图标 if (AddFavorability > 0) { SetExpression(CharacterExpressionCpt.CharacterExpressionEnum.Love, 10); } } } base.IntentForLeave(); orderForCustomer = new OrderForCustomer(CustomerTypeEnum.Friend, this); }
/// <summary> /// 给客栈评价 /// </summary> public void InnPraise(PraiseTypeEnum praiseType) { GameDataBean gameData = GameDataHandler.Instance.manager.GetGameData(); //记录好评数量 innRecord.AddPraise(praiseType, 1); //总记录 gameData.GetAchievementData().AddPraise(praiseType, 1); //增加评价 gameData.GetInnAttributesData().AddPraise((int)praiseType); }
public void SetMood(PraiseTypeEnum mood) { string spKey = ""; switch (mood) { case PraiseTypeEnum.Excited: spKey = "customer_mood_0"; break; case PraiseTypeEnum.Happy: spKey = "customer_mood_1"; break; case PraiseTypeEnum.Okay: spKey = "customer_mood_2"; break; case PraiseTypeEnum.Ordinary: spKey = "customer_mood_3"; break; case PraiseTypeEnum.Disappointed: spKey = "customer_mood_4"; break; case PraiseTypeEnum.Anger: spKey = "customer_mood_5"; break; } //避免实时更新带来的多次调用 if (spCurrent == null || !spCurrent.name.Contains(spKey)) { Sprite spIcon = IconDataHandler.Instance.manager.GetIconSpriteByName(spKey); CharacterStatusIconBean statusIconData = new CharacterStatusIconBean(); statusIconData.iconStatus = CharacterStatusIconEnum.Mood; statusIconData.spIcon = spIcon; characterStatusIcon.ChangeStatusIcon(statusIconData); spCurrent = spIcon; } }
/// <summary> /// 表情处理 /// </summary> public void HandleForMood() { if (targetNpcAIForCustomerFood != null) { OrderForCustomer order = targetNpcAIForCustomerFood.GetOrderForCustomer(); if (order != null && order.table != null) { PraiseTypeEnum praiseType = order.innEvaluation.GetPraise(); string praiseTypeStr = order.innEvaluation.GetPraiseDetails(); SetMood(praiseTypeStr, targetNpcAIForCustomerFood.characterMoodCpt.GetCurrentMoodSprite()); } } if (targetNpcAIForCustomerHotel != null) { OrderForHotel order = targetNpcAIForCustomerHotel.orderForHotel; if (order != null && order.GetOrderStatus() != OrderHotelStatusEnum.End) { PraiseTypeEnum praiseType = order.innEvaluation.GetPraise(); string praiseTypeStr = order.innEvaluation.GetPraiseDetails(); SetMood(praiseTypeStr, targetNpcAIForCustomerHotel.characterMoodCpt.GetCurrentMoodSprite()); } } }
public long GetPraiseNumber(PraiseTypeEnum praiseType) { switch (praiseType) { case PraiseTypeEnum.Excited: return(praiseForExcited); case PraiseTypeEnum.Happy: return(praiseForHappy); case PraiseTypeEnum.Okay: return(praiseForOkay); case PraiseTypeEnum.Ordinary: return(praiseForOrdinary); case PraiseTypeEnum.Disappointed: return(praiseForDisappointed); case PraiseTypeEnum.Anger: return(praiseForAnger); } return(0); }