protected override void OnEnter() { Debug.Log(TAG + "OnEnter"); ListCoroutine.Add(StartCoroutine(ButtonInput())); AddMessage(); IContent.RequestContentExit <MenuContent>(); BackGround.SetActive(true); UI.IDialog.RequestDialogEnter <UI.AloneGameMainDialog>(); CharacterAnimaionPlay(); stage_Controller.SetStage(scheduleModel.DicSchedule[0].schedule, playerInventoryModel.NowCharacter, optionModel.MobileOption.gameVolume); }
void ScheduleComplete(int cnt) { int upStatus; System.DateTime nowTime = System.Convert.ToDateTime(System.DateTime.Now); for (int i = 0; i < cnt; i++) { upStatus = UnityEngine.Random.Range(1, 10); if (scheduleModel.DicSchedule[0].schedule == Schedule.Vocal) { playerStatusModel.VocalGage += upStatus; if (playerStatusModel.VocalGage > 100) { playerStatusModel.Vocal += playerStatusModel.VocalGage / 100; playerStatusModel.VocalGage %= 100; } } else if (scheduleModel.DicSchedule[0].schedule == Schedule.Dance) { playerStatusModel.DanceGage += upStatus; if (playerStatusModel.DanceGage > 100) { playerStatusModel.Dance += playerStatusModel.DanceGage / 100; playerStatusModel.DanceGage %= 100; } } else if (scheduleModel.DicSchedule[0].schedule == Schedule.Entertainment) { playerStatusModel.EnterTainmentGage += upStatus; if (playerStatusModel.EnterTainmentGage > 100) { playerStatusModel.Entertainment += playerStatusModel.EnterTainmentGage / 100; playerStatusModel.EnterTainmentGage %= 100; } } else if (scheduleModel.DicSchedule[0].schedule == Schedule.Intelligence) { playerStatusModel.IntelligenceGage += upStatus; if (playerStatusModel.IntelligenceGage > 100) { playerStatusModel.Intelligence += playerStatusModel.IntelligenceGage / 100; playerStatusModel.IntelligenceGage %= 100; } } playerStatusModel.Potential += upStatus; scheduleModel.DicSchedule.Remove(0); for (int j = 0; j < scheduleModel.DicSchedule.Count; j++) { string temp_DateTime = scheduleModel.DicSchedule[j + 1].dateTime; int tempIndex = scheduleModel.DicSchedule[j + 1].index; Schedule tempSchedule = scheduleModel.DicSchedule[j + 1].schedule; scheduleModel.DicSchedule.Remove(j + 1); AloneGameSchedule tempAlongGame = new AloneGameSchedule(); tempAlongGame.dateTime = temp_DateTime; tempAlongGame.index = tempIndex; tempAlongGame.schedule = tempSchedule; scheduleModel.DicSchedule.Add(j, tempAlongGame); } // 끝에 신규 스케줄 생성 System.DateTime startTime = Convert.ToDateTime(scheduleModel.DicSchedule[scheduleModel.DicSchedule.Count - 1].dateTime).AddSeconds(settingModel.CompleteSpanTime); int index = scheduleModel.DicSchedule[scheduleModel.DicSchedule.Count - 1].index + 1; Schedule tempNewSchedule; if (index % 12 == 1 || index % 12 == 5) { tempNewSchedule = Schedule.Meal; } else if (index % 12 == 9 || index % 12 == 10) { tempNewSchedule = Schedule.Rest; } else { tempNewSchedule = (Schedule)UnityEngine.Random.Range(0, 4); } AloneGameSchedule tempNewAlonGameSchedule = new AloneGameSchedule(); tempNewAlonGameSchedule.dateTime = startTime.ToString(); tempNewAlonGameSchedule.index = index; tempNewAlonGameSchedule.schedule = tempNewSchedule; scheduleModel.DicSchedule.Add(scheduleModel.DicSchedule.Count, tempNewAlonGameSchedule); } stage_Controller.SetStage(scheduleModel.DicSchedule[0].schedule); Message.Send <AloneGameMainScheduleSettingMsg>(new AloneGameMainScheduleSettingMsg(scheduleModel.DicSchedule[0].schedule, scheduleModel.DicSchedule[1].schedule, Convert.ToDateTime(scheduleModel.DicSchedule[0].dateTime), settingModel.CompleteSpanTime)); Message.Send <AloneGameScheduleInfoMsg>(new AloneGameScheduleInfoMsg(scheduleModel.DicSchedule)); }