public void UpdateData(TaskData data) { taskData = data; currentDialog = taskData.GetCurrentDialog(); scene = JsonManager.GetInstance().GetMapping <SceneData>("Scenes", taskData.BelongToSceneId); npc = JsonManager.GetInstance().GetMapping <NpcData>("Npcs", taskData.BelongToNpcId); areaNames = JsonManager.GetInstance().GetJson("AreaNames"); areaName = areaNames[scene.BelongToAreaName] != null ? areaNames[scene.BelongToAreaName]["Name"].ToString() : ""; EventTriggerListener.Get(ScoutBtn.gameObject).onClick = onClick; }
/// <summary> /// 检测任务对话状态(任务对话的进度在这里来更新, 每次验证任务对话类型,然后判断是否可以完成,如果可以完成则CurrentDialogIndex+1) /// </summary> /// <param name="taskId">Task identifier.</param> /// <param name="auto">If set to <c>true</c> auto.</param> /// <param name="selectedNo">If set to <c>true</c> selected no.</param> public void CheckTaskDialog(string taskId, bool auto = false, bool selectedNo = false) { TaskData data = getTask(taskId); if (data != null) { if (data.State == TaskStateType.Completed) { // db.CloseSqlConnection(); return; } string triggerNewBackTaskDataId = ""; TaskDialogType dialogType = data.GetCurrentDialog().Type; bool canModify = false; JArray pushData = new JArray(); TaskDialogData dialog = data.GetCurrentDialog(); data.State = TaskStateType.Accepted; if (data.GetCurrentDialogStatus() == TaskDialogStatusType.Initial) { if (dialogType == TaskDialogType.JustTalk || dialogType == TaskDialogType.Notice) { //交谈步骤和信息显示步骤直接变为已读状态 data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); } else { //其他状态的话需要等待下一个步骤提交时检测是否可以完成,所以先HoldOn data.SetCurrentDialogStatus(TaskDialogStatusType.HoldOn); bool loadEvents = false; //如果是动态战斗事件步骤需要在这里创建动态战斗事件 if (dialogType == TaskDialogType.EventFightWined) { // Debug.LogWarning("如果是动态战斗事件步骤需要在这里创建动态战斗事件"); //创建一个区域大地图的战斗事件 CreateNewEvent(SceneEventType.Battle, dialog.StringValue, UserModel.CurrentUserData.CurrentAreaSceneName); loadEvents = true; } //如果是区域大地图野外任务事件步骤需要在这里创建动态任务事件 if (dialogType == TaskDialogType.CreateTaskIsBindedWithEvent) { // Debug.LogWarning("如果是区域大地图野外任务事件步骤需要在这里创建动态任务事件"); //创建一个区域大地图的战斗事件 AddNewTask(dialog.StringValue); CreateNewEvent(SceneEventType.Task, dialog.StringValue, UserModel.CurrentUserData.CurrentAreaSceneName); loadEvents = true; } if (loadEvents) { //加载动态事件列表 Messenger.Broadcast <string>(NotifyTypes.GetActiveEventsInArea, UserModel.CurrentUserData.CurrentAreaSceneName); } } dialog = data.GetCurrentDialog(); pushData.Add(new JArray(dialog.Index.ToString(), dialog.Type, dialog.TalkMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } else { RoleData hostRole; switch (dialogType) { case TaskDialogType.Choice: if (!auto) { triggerNewBackTaskDataId = selectedNo ? data.GetCurrentDialog().BackNoTaskDataId : data.GetCurrentDialog().BackYesTaskDataId; data.SetCurrentDialogStatus(selectedNo ? TaskDialogStatusType.ReadNo : TaskDialogStatusType.ReadYes); //输出步骤执行结果信息 pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, data.GetCurrentDialogStatus() == TaskDialogStatusType.ReadYes ? dialog.YesMsg : dialog.NoMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.ConvoyNpc: //暂时没考虑好怎么做护送npc任务 data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; break; case TaskDialogType.FightWined: case TaskDialogType.EventFightWined: if (IsFightWined(dialog.StringValue)) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.JustTalk: case TaskDialogType.Notice: canModify = true; break; case TaskDialogType.RecruitedThePartner: if (GetRoleDataByRoleId(dialog.StringValue) != null) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.SendItem: if (CostItemFromBag(dialog.StringValue, dialog.IntValue)) { DbManager.Instance.UpdateUsedItemRecords(dialog.StringValue, dialog.IntValue); data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.UsedTheBook: hostRole = GetHostRoleData(); if (hostRole != null) { for (int i = 0; i < hostRole.ResourceBookDataIds.Count; i++) { if (hostRole.ResourceBookDataIds[i] == dialog.StringValue) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; break; } } } break; case TaskDialogType.UsedTheSkillOneTime: if (GetUsedTheSkillTimes(dialog.StringValue) > 0) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.UsedTheWeapon: hostRole = GetHostRoleData(); if (hostRole.ResourceWeaponDataId == dialog.StringValue) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.WeaponPowerPlusSuccessed: if (GetWeaponPowerPlusSuccessedTimes(dialog.IntValue) > 0) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.SendResource: // if (CostResource((ResourceType)Enum.Parse(typeof(ResourceType), dialog.StringValue), dialog.IntValue)) { if (GetResourceNum((ResourceType)Enum.Parse(typeof(ResourceType), dialog.StringValue)) >= dialog.IntValue) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.TheHour: if (FramePanelCtrl.CurrentTimeIndex == dialog.IntValue) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; case TaskDialogType.PushRoleToWinshop: PushNewRoleToWinShop(dialog.StringValue); data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; break; case TaskDialogType.CreateTaskIsBindedWithEvent: if (IsTaskCompleted(dialog.StringValue)) { data.SetCurrentDialogStatus(TaskDialogStatusType.ReadYes); pushData.Add(new JArray(dialog.Index.ToString() + "_0", TaskDialogType.Notice, dialog.YesMsg, (short)data.GetCurrentDialogStatus(), dialog.IconId, dialog.StringValue)); canModify = true; } break; default: break; } if (canModify && data.CheckCompleted()) { data.State = TaskStateType.Completed; } } TaskStateType currentState = data.State; if (canModify) { db = OpenDb(); //如果是可循环的任务这里需要置为可接受,否则置为已完成 if (data.State == TaskStateType.Completed && data.CanRepeat) { data.State = TaskStateType.CanAccept; for (int a = 0; a < data.ProgressData.Count; a++) { data.ProgressData[a] = (short)TaskDialogStatusType.Initial; } data.SetCurrentDialogIndex(0); } //update data db.ExecuteQuery("update TasksTable set ProgressData = '" + data.ProgressData.ToString() + "', CurrentDialogIndex = " + data.CurrentDialogIndex + ", State = " + ((int)data.State) + " where TaskId ='" + taskId + "' and BelongToRoleId = '" + currentRoleId + "'"); db.CloseSqlConnection(); int index = taskListData.FindIndex(item => item.Id == taskId); //update cache if (taskListData.Count > index) { taskListData[index] = data; } } //触发新任务 if (triggerNewBackTaskDataId != "" && triggerNewBackTaskDataId != "0") { AddNewTaskExceptType(triggerNewBackTaskDataId, TaskType.IsBindedWithEvent); //检测任务状态 checkAddedTasksStatus(); } if (currentState == TaskStateType.Completed) { //添加任务奖励物品 //查询背包是否已满 bool enoughBagSeat = false; // int hasNum = GetItemNumLeftInBag(); //还剩余的背包位子 // if (hasNum > 0) { // enoughBagSeat = true; // } //任务掉落的物品没有背包限制 List <DropData> drops = PushItemToBag(data.Rewards, true); if (drops.Count > 0) { Messenger.Broadcast <List <DropData> >(NotifyTypes.ShowDropsListPanel, drops); } //如果是就职任务则提示就职成功 if (data.IsInaugurationTask) { HostData = GetHostRoleData(); if (HostData.Occupation == OccupationType.None) { //加入门派 HostData.Occupation = data.InaugurationOccupation; HostData.Disposed(); db = OpenDb(); db.ExecuteQuery("update RolesTable set RoleData = '" + DESStatics.StringEncoder(JsonManager.GetInstance().SerializeObject(HostData)) + "' where Id = " + HostData.PrimaryKeyId); //判断兵器是否属于本门派 WeaponData currentWeapon = JsonManager.GetInstance().GetMapping <WeaponData>("Weapons", HostData.ResourceWeaponDataId); if (currentWeapon.Occupation != OccupationType.None && currentWeapon.Occupation != HostData.Occupation) { SqliteDataReader sqReader = db.ExecuteQuery("select * from WeaponsTable where BeUsingByRoleId = '" + currentRoleId + "' and BelongToRoleId ='" + currentRoleId + "'"); while (sqReader.Read()) { //将兵器先卸下 int dataId = sqReader.GetInt32(sqReader.GetOrdinal("Id")); db.ExecuteQuery("update WeaponsTable set BeUsingByRoleId = '' where Id = " + dataId); } } db.CloseSqlConnection(); //检查下是否有新兵器需要 CheckNewWeaponIdsOfWorkshop(UserModel.CurrentUserData.CurrentCitySceneId); Messenger.Broadcast(NotifyTypes.MakeCheckNewFlags); //判断城镇界面的新增提示 AlertCtrl.Show(string.Format("你已成功加入{0}!", Statics.GetOccupationName(HostData.Occupation))); } else { AlertCtrl.Show("你已是有门有派之人, 不可在此另行拜师!"); } } //任务完成后出发后续任务 addChildrenTasks(data.Id); //任务完成后移除区域大地图上的任务事件 RemoveTaskEvent(data.Id); } Messenger.Broadcast <JArray>(NotifyTypes.CheckTaskDialogEcho, pushData); if (data.GetCurrentDialogStatus() == TaskDialogStatusType.ReadNo || data.GetCurrentDialogStatus() == TaskDialogStatusType.ReadYes) { data.NextDialogIndex(); } } }
public void RefreshView() { string color = ""; string content = ""; string rewards = ""; DropData drop; for (int i = 0; i < taskData.Rewards.Count; i++) { drop = taskData.Rewards[i]; rewards += drop.Item.Name + (drop.Num > 1 ? "*" + drop.Num : ""); if (i < taskData.Rewards.Count - 1) { rewards += ", "; } } switch (taskData.State) { case TaskStateType.Accepted: color = "#FF0000"; content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(taskData.GetCurrentDialog())); break; case TaskStateType.CanAccept: color = "#00FFFF"; content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(taskData.GetCurrentDialog())); break; case TaskStateType.CanNotAccept: color = "#CCCCCC"; string condition = ""; switch (taskData.Type) { case TaskType.Gender: condition = (GenderType)taskData.IntValue == GenderType.Female ? "需要主角为 女性" : "需要主角为 男性"; break; case TaskType.ItemInHand: condition = "需要拥有 " + JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", taskData.StringValue).Name; break; case TaskType.MoralRange: condition = "需要道德点区间为 " + taskData.MinIntValue + "-" + taskData.MaxIntValue; break; case TaskType.None: condition = "无限制"; break; case TaskType.Occupation: condition = "主角所属门派必须为 " + Statics.GetOccupationName((OccupationType)taskData.IntValue); break; case TaskType.TheHour: condition = "需要到 " + Statics.GetTimeName(taskData.IntValue) + " 才能接取"; break; default: break; } content = string.Format("{0}\n接取条件:<color=\"#FF0000\">{1}</color>\n目标:前往<color=\"#F57729\">{2}</color>的<color=\"#F57729\">{3}</color>找<color=\"#F57729\">{4}</color>交谈", taskData.Desc, condition, areaName, scene.Name, npc.Name); break; case TaskStateType.Completed: color = "#999999"; content = "已完成"; break; case TaskStateType.Ready: color = "#00FF00"; content = string.Format("{0}\n{1}", taskData.Desc, getDialogDesc(taskData.GetCurrentDialog())); break; default: color = "#FFFFFF"; break; } title.text = string.Format("<color=\"{0}\">{1}</color>", color, taskData.Name); desc.text = string.Format("{0}\n奖励:{1}", content, rewards != "" ? rewards : "无"); }