private void SetSubMission(Transform parent, uint missionID, bool isCleared) { SetActive(parent, UI.SPR_MISSION_INFO_CROWN, isCleared); SetActive(parent, UI.LBL_MISSION_INFO, true); QuestTable.MissionTableData missionData = Singleton <QuestTable> .I.GetMissionData(missionID); SetLabelText(parent, UI.LBL_MISSION_INFO, missionData.missionText); }
public static MissionCheckBase CreateMissionCheck(QuestTable.MissionTableData data) { MissionCheckBase missionCheckBase = null; switch (data.missionType) { case MISSION_TYPE.DEAD: missionCheckBase = new MissionCheckDead(); break; case MISSION_TYPE.RECEIVE_DAMAGE: missionCheckBase = new MissionCheckReceiveDamage(); break; case MISSION_TYPE.CLEAR_NUM: missionCheckBase = new MissionCheckClearNum(); break; case MISSION_TYPE.BAD_STATUS_COUNT: missionCheckBase = new MissionCheckBadStatus(); break; case MISSION_TYPE.EQUIP: missionCheckBase = new MissionCheckEqpip(); break; case MISSION_TYPE.CLEAR_TIME: missionCheckBase = new MissionCheckClearTime(); break; case MISSION_TYPE.SKILL: missionCheckBase = new MissionCheckSkill(); break; case MISSION_TYPE.BREAK_NUM: missionCheckBase = new MissionCheckBreakNum(); break; case MISSION_TYPE.DOWN_COUNT: missionCheckBase = new MissionCheckDownCount(); break; case MISSION_TYPE.ONCE_DAMAGE: missionCheckBase = new MissionCheckOneDamage(); break; default: missionCheckBase = new MissionCheckBase(); break; } if (missionCheckBase == null) { return(null); } missionCheckBase.Initialize(data.missionRequire, data.missionParam); return(missionCheckBase); }
public Mission(QuestTable.MissionTableData _table, CLEAR_STATUS _state = CLEAR_STATUS.LOCK) { tableData = _table; state = _state; }
protected void UpdateSubMission() { UI[] array = new UI[3] { UI.OBJ_MISSION_INFO_1, UI.OBJ_MISSION_INFO_2, UI.OBJ_MISSION_INFO_3 }; UI[] array2 = new UI[3] { UI.OBJ_TOP_CROWN_1, UI.OBJ_TOP_CROWN_2, UI.OBJ_TOP_CROWN_3 }; UI[] array3 = new UI[3] { UI.LBL_MISSION_INFO_1, UI.LBL_MISSION_INFO_2, UI.LBL_MISSION_INFO_3 }; UI[] array4 = new UI[3] { UI.SPR_MISSION_INFO_CROWN_1, UI.SPR_MISSION_INFO_CROWN_2, UI.SPR_MISSION_INFO_CROWN_3 }; UI[] array5 = new UI[3] { UI.SPR_CROWN_1, UI.SPR_CROWN_2, UI.SPR_CROWN_3 }; if (info.needs.Length != 0) { uint questId = info.needs[0].questId; if (questId != 0) { QuestTable.QuestTableData questData = Singleton <QuestTable> .I.GetQuestData(questId); if (!questData.IsMissionExist()) { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, false); } else { ClearStatusQuest clearStatusQuestData = MonoBehaviourSingleton <QuestManager> .I.GetClearStatusQuestData(questId); if (clearStatusQuestData == null) { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, true); int i = 0; for (int num = questData.missionID.Length; i < num; i++) { uint num2 = questData.missionID[i]; SetActive(submissionFrame, array[i], num2 != 0); SetActive(submissionFrame, array2[i], num2 != 0); SetActive(submissionFrame, array3[i], num2 != 0); if (num2 != 0) { SetActive(submissionFrame, array4[i], false); SetActive(submissionFrame, array5[i], false); QuestTable.MissionTableData missionData = Singleton <QuestTable> .I.GetMissionData(num2); SetLabelText(submissionFrame, array3[i], missionData.missionText); } } } else { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, true); int j = 0; for (int count = clearStatusQuestData.missionStatus.Count; j < count; j++) { CLEAR_STATUS cLEAR_STATUS = (CLEAR_STATUS)clearStatusQuestData.missionStatus[j]; SetActive(submissionFrame, array[j], questData.missionID[j] != 0); SetActive(submissionFrame, array2[j], questData.missionID[j] != 0); SetActive(submissionFrame, array4[j], cLEAR_STATUS >= CLEAR_STATUS.CLEAR); SetActive(submissionFrame, array5[j], cLEAR_STATUS >= CLEAR_STATUS.CLEAR); QuestTable.MissionTableData missionData2 = Singleton <QuestTable> .I.GetMissionData(questData.missionID[j]); SetLabelText(submissionFrame, array3[j], missionData2.missionText); } } } } } }