public void Initialize(int realIndex, RevampRecipeScrollUIModel model)
        {
            this.mRealIndex = realIndex;
            this.mRevampRecipeScrollUIModel = model;
            RevampRecipeModel model2   = this.mRevampRecipeScrollUIModel.Model;
            SlotitemModel_Mst slotitem = model2.Slotitem;

            this.mTexture_WeaponThumbnail.mainTexture = (Resources.Load("Textures/SlotItems/" + slotitem.MstId + "/2") as Texture);
            this.mLabel_WeaponName.text            = slotitem.Name;
            this.mSprite_WeaponTypeIcon.spriteName = "icon_slot" + slotitem.Type4;
            this.mLabel_Fuel.text      = model2.Fuel.ToString();
            this.mLabel_Steel.text     = model2.Steel.ToString();
            this.mLabel_DevKit.text    = model2.DevKit.ToString();
            this.mLabel_Ammo.text      = model2.Ammo.ToString();
            this.mLabel_Bauxite.text   = model2.Baux.ToString();
            this.mLabel_RevampKit.text = model2.RevKit.ToString();
            this.mWidgetThis.alpha     = 1f;
            bool clickable = this.mRevampRecipeScrollUIModel.Clickable;

            if (clickable)
            {
                this.mSprite_ButtonState.spriteName = "btn_select";
            }
            else
            {
                this.mSprite_ButtonState.spriteName = "btn_select_off";
            }
        }
 private void SlotItemMode()
 {
     cursol.transform.position       = ItemMstID.transform.position;
     cursol.transform.localPosition += cursolOffset;
     if (keyController.IsChangeIndex)
     {
         int num = 0;
         if (keyController.keyState[10].down)
         {
             num = 1;
         }
         if (keyController.keyState[14].down)
         {
             num = -1;
         }
         keyController.Index = (int)Util.RangeValue(keyController.Index + num * mag - num, 1f, 150f);
         ItemMstID.textInt   = keyController.Index;
         SlotitemModel_Mst slotitemModel_Mst = new SlotitemModel_Mst(keyController.Index);
         if (slotitemModel_Mst != null)
         {
             ItemName.text = slotitemModel_Mst.Name;
         }
         else
         {
             ItemName.text = "NONE";
         }
     }
     if (keyController.keyState[1].down)
     {
         AddMstIDs.Add(keyController.Index);
     }
     if (keyController.keyState[0].down)
     {
         ChangeMode(0);
         debugMod.Add_SlotItem(AddMstIDs);
         AddMstIDs.Clear();
     }
 }
示例#3
0
            public static string GenerateRevampSettingMessage(RevampValidationResult iResult, RevampRecipeDetailModel model)
            {
                if (model == null)
                {
                    return(null);
                }
                string str = "[000000]";

                switch (iResult)
                {
                case RevampValidationResult.Max_Level:
                    str += $"[FF0000]現在、選択された装備[-]\n";
                    str += $"[329ad6]{model.Slotitem.Name}[-]\n";
                    str += $"[FF0000]は、これ以上の改修ができません。[-]";
                    break;

                case RevampValidationResult.Lock:
                    str += $"[FF0000]この装備を改修するには\n\u3000同装備のロック解除が必要です。[-]";
                    break;

                case RevampValidationResult.Less_Slotitem_No_Lock:
                    str += $"[FF0000]この改修に必要となる\n(無改修)\n[-]";
                    str  = ((0 >= model.RequiredSlotitemId) ? (str + $"[329ad6]{model.Slotitem.Name}x{model.RequiredSlotitemCount}[-]") : (str + $"[329ad6]{new SlotitemModel_Mst(model.RequiredSlotitemId).Name}x{model.RequiredSlotitemCount}[-]"));
                    str += $"[FF0000]が足りません。[-]";
                    break;

                case RevampValidationResult.Less_Slotitem:
                    str += "[FF0000]この改修に必要となる\n(無改修)\n[-]";
                    str  = ((0 >= model.RequiredSlotitemId) ? (str + $"[329ad6]{model.Slotitem.Name}×{model.RequiredSlotitemCount}[-]") : (str + $"[329ad6]{new SlotitemModel_Mst(model.RequiredSlotitemId).Name}×{model.RequiredSlotitemCount}[-]"));
                    str += "\n";
                    str += "[FF0000]が足りません。[-]";
                    break;

                case RevampValidationResult.OK:
                {
                    if (model.RequiredSlotitemId == 0)
                    {
                        str += $"[329ad6]{model.Slotitem.Name}[-]\n";
                        str += $"を改修しますね![-]";
                        break;
                    }
                    SlotitemModel_Mst slotitemModel_Mst = new SlotitemModel_Mst(model.RequiredSlotitemId);
                    str += $"[329ad6]{model.Slotitem.Name}[-]\n";
                    str += $"を改修しますね![-]";
                    if (0 < model.RequiredSlotitemCount)
                    {
                        str += "\n";
                        str += "[000000]この改修には、無改修の\n";
                        str += $"[329ad6]{slotitemModel_Mst.Name}×{model.RequiredSlotitemCount}[-]";
                        str += "\n\nが必要です。[-]";
                        str += "\n[666666](※改修で消費します)[-]";
                    }
                    break;
                }

                case RevampValidationResult.Less_Fuel:
                case RevampValidationResult.Less_Ammo:
                case RevampValidationResult.Less_Steel:
                case RevampValidationResult.Less_Baux:
                case RevampValidationResult.Less_Devkit:
                case RevampValidationResult.Less_Revkit:
                    str += $"[FF0000]\u3000資材が足りません。";
                    break;
                }
                return(str + "[-]");
            }
示例#4
0
            public static string GenerateRevampSettingMessage(RevampValidationResult iResult, RevampRecipeDetailModel model)
            {
                if (model == null)
                {
                    return(null);
                }
                string text = "[000000]";

                switch (iResult)
                {
                case RevampValidationResult.OK:
                    if (model.RequiredSlotitemId == 0)
                    {
                        text += string.Format("[329ad6]{0}[-]\n", model.Slotitem.Name);
                        text += string.Format("を改修しますね![-]", new object[0]);
                    }
                    else
                    {
                        SlotitemModel_Mst slotitemModel_Mst = new SlotitemModel_Mst(model.RequiredSlotitemId);
                        text += string.Format("[329ad6]{0}[-]\n", model.Slotitem.Name);
                        text += string.Format("を改修しますね![-]", new object[0]);
                        if (0 < model.RequiredSlotitemCount)
                        {
                            text += "\n";
                            text += "[000000]この改修には、無改修の\n";
                            text += string.Format("[329ad6]{0}×{1}[-]", slotitemModel_Mst.Name, model.RequiredSlotitemCount);
                            text += "\n\nが必要です。[-]";
                            text += "\n[666666](※改修で消費します)[-]";
                        }
                    }
                    break;

                case RevampValidationResult.Max_Level:
                    text += string.Format("[FF0000]現在、選択された装備[-]\n", new object[0]);
                    text += string.Format("[329ad6]{0}[-]\n", model.Slotitem.Name);
                    text += string.Format("[FF0000]は、これ以上の改修ができません。[-]", new object[0]);
                    break;

                case RevampValidationResult.Lock:
                    text += string.Format("[FF0000]この装備を改修するには\n\u3000同装備のロック解除が必要です。[-]", new object[0]);
                    break;

                case RevampValidationResult.Less_Fuel:
                case RevampValidationResult.Less_Ammo:
                case RevampValidationResult.Less_Steel:
                case RevampValidationResult.Less_Baux:
                case RevampValidationResult.Less_Devkit:
                case RevampValidationResult.Less_Revkit:
                    text += string.Format("[FF0000]\u3000資材が足りません。", new object[0]);
                    break;

                case RevampValidationResult.Less_Slotitem:
                    text += "[FF0000]この改修に必要となる\n(無改修)\n[-]";
                    if (0 < model.RequiredSlotitemId)
                    {
                        text += string.Format("[329ad6]{0}×{1}[-]", new SlotitemModel_Mst(model.RequiredSlotitemId).Name, model.RequiredSlotitemCount);
                    }
                    else
                    {
                        text += string.Format("[329ad6]{0}×{1}[-]", model.Slotitem.Name, model.RequiredSlotitemCount);
                    }
                    text += "\n";
                    text += "[FF0000]が足りません。[-]";
                    break;

                case RevampValidationResult.Less_Slotitem_No_Lock:
                    text += string.Format("[FF0000]この改修に必要となる\n(無改修)\n[-]", new object[0]);
                    if (0 < model.RequiredSlotitemId)
                    {
                        text += string.Format("[329ad6]{0}x{1}[-]", new SlotitemModel_Mst(model.RequiredSlotitemId).Name, model.RequiredSlotitemCount);
                    }
                    else
                    {
                        text += string.Format("[329ad6]{0}x{1}[-]", model.Slotitem.Name, model.RequiredSlotitemCount);
                    }
                    text += string.Format("[FF0000]が足りません。[-]", new object[0]);
                    break;
                }
                return(text + "[-]");
            }
示例#5
0
        public static ProdRevampReceiveItem Instantiate(ProdRevampReceiveItem prefab, Transform parent, SlotitemModel_Mst from, SlotitemModel_Mst to, int nPanelDepth, bool useJukuren, KeyControl input)
        {
            ProdRevampReceiveItem component = NGUITools.AddChild(parent.gameObject, prefab.gameObject).GetComponent <ProdRevampReceiveItem>();

            component.mSlotItemFrom = from;
            component.mSlotItemTo   = to;
            component._isUseJukuren = useJukuren;
            component._setRewardItem();
            component._uiRareBG.alpha                = 0f;
            component._uiRareBG.mainTexture          = TextureFile.LoadRareBG(1);
            component.GetComponent <UIPanel>().depth = nPanelDepth;
            component._clsInput = input;
            component.SetJukuren(useJukuren);
            return(component);
        }