public HeroNotificaitonRunner() { Singleton <PropertyManager> .Instance.AddRootContext(this); HeroCostRunner orCreateHeroCostRunner = Singleton <HeroTeamRunner> .Instance.GetOrCreateHeroCostRunner(0); SceneLoader instance = SceneLoader.Instance; HeroUpgradeAvailable = orCreateHeroCostRunner.UpgradeAvailable; UniRx.IObservable <bool> observable = Observable.Return <bool>(value: false); foreach (HeroCostRunner item in Singleton <HeroTeamRunner> .Instance.Costs()) { observable = observable.CombineLatest(item.UpgradeAvailable, (bool combined, bool available) => combined || available); } CompanionUpgradeAvailable = observable.TakeUntilDestroy(instance).ToReactiveProperty(); }
public GearSetRunner(int setIndex) { SceneLoader instance = SceneLoader.Instance; GearRunners = (from gear in Singleton <GearCollectionRunner> .Instance.Gears() where gear.SetIndex == setIndex select gear).ToList(); UniRx.IObservable <int> observable = Observable.Return(int.MaxValue); foreach (GearRunner gearRunner in GearRunners) { observable = observable.CombineLatest(gearRunner.Level, Mathf.Min); } UniRx.IObservable <int> observable2 = Observable.Return(0); foreach (GearRunner gearRunner2 in GearRunners) { observable2 = observable2.CombineLatest(gearRunner2.Level, Mathf.Max); } MaxAllLevel = observable.TakeUntilDestroy(instance).ToReactiveProperty(); MaxAnyLevel = observable2.TakeUntilDestroy(instance).ToReactiveProperty(); GearSet gearSet = PersistentSingleton <Economies> .Instance.GearSets[setIndex]; SetBoostText = new ReactiveProperty <string>(BonusTypeHelper.GetAttributeText(gearSet.Bonus.BonusType, gearSet.Bonus.Amount)); }
public SkillRunner(SkillsEnum skill) { SceneLoader instance = SceneLoader.Instance; Skill = skill; m_skillState = SkillStateFactory.GetOrCreateSkillState(skill); m_skillConfig = PersistentSingleton <Economies> .Instance.Skills.Find((SkillConfig s) => s.Name == Skill.ToString()); Cost.Value = PersistentSingleton <GameSettings> .Instance.SkillPurchaseCosts[(int)Skill]; LevelReq.Value = m_skillConfig.LevelReq; LifetimeUsed = m_skillState.LifetimeUsed; Locked = (from lvl in Singleton <HeroTeamRunner> .Instance.GetOrCreateHeroRunner(0).LifetimeLevel select lvl < m_skillConfig.LevelReq).TakeUntilDestroy(instance).ToReactiveProperty(); Amount = m_skillState.Amount.CombineLatest(Locked, (int amount, bool locked) => (!locked) ? amount : 0).TakeUntilDestroy(instance).ToReactiveProperty(); UnlockTriggered = (from pair in Locked.Pairwise() where pair.Previous && !pair.Current select pair into _ select Skill).TakeUntilDestroy(instance).ToReadOnlyReactiveProperty(); m_skillState.CooldownTimeStamp.Subscribe(delegate { if (!Locked.Value) { UpdateCooldown(); } }).AddTo(instance); CanAffordPurchase = (from gems in PlayerData.Instance.Gems select gems >= Cost.Value).TakeUntilDestroy(instance).ToReactiveProperty(); MaxDuration = (from duration in Singleton <CumulativeBonusRunner> .Instance.BonusMult[(int)(8 + Skill)] select SkillsEnumHelper.IsDuration(Skill) ? duration.ToInt() : 0 into duration select m_skillConfig.DurationSeconds + duration).TakeUntilDestroy(instance).ToReadOnlyReactiveProperty(); TickerService.MasterTicks.Subscribe(delegate(long ticks) { if (m_skillState.ElapsedTime.Value < 1728000000000L) { m_skillState.ElapsedTime.Value += ticks; UpdateCooldown(); } }).AddTo(instance); SecondsLeft = m_skillState.ElapsedTime.CombineLatest(MaxDuration, (long elapsed, int dur) => Mathf.Max(0, dur - (int)(elapsed / 10000000))).DistinctUntilChanged().TakeUntilDestroy(instance) .ToReactiveProperty(); Active = (from secs in SecondsLeft select secs > 0).TakeUntilDestroy(instance).ToReactiveProperty(); (from act in Active.Pairwise() where !act.Current && act.Previous select act).Subscribe(delegate { m_skillState.CooldownTimeStamp.Value = ServerTimeService.NowTicks(); }).AddTo(instance); (from act in Active.Pairwise() where act.Current && act.Previous select act).Subscribe(delegate { if (PersistentSingleton <GameAnalytics> .Instance != null) { PersistentSingleton <GameAnalytics> .Instance.SkillUsed.Value = Skill; } }).AddTo(instance); Cooldown = (from secs in CooldownSeconds select secs > 0).CombineLatest(Active, (bool cooldown, bool active) => cooldown && !active).TakeUntilDestroy(instance).ToReactiveProperty(); UniRx.IObservable <bool> observable = Active.CombineLatest(Cooldown, (bool active, bool cooldown) => !active && !cooldown).CombineLatest(Locked, (bool noTimer, bool locked) => noTimer && !locked); Available = observable.TakeUntilDestroy(instance).ToReactiveProperty(); OutOfStock = observable.CombineLatest(Amount, (bool poss, int amount) => poss && amount <= 0).TakeUntilDestroy(instance).ToReactiveProperty(); LocalizedName = new ReactiveProperty <string>(PersistentSingleton <LocalizationService> .Instance.Text("Skill.Name." + Skill.ToString())); LocalizedDesc = new ReactiveProperty <string>(PersistentSingleton <LocalizationService> .Instance.Text("Skill.Name.Desc." + Skill.ToString())); (from order in Singleton <PrestigeRunner> .Instance.PrestigeTriggered select order == PrestigeOrder.PrestigeStart).Subscribe(delegate { m_skillState.CooldownTimeStamp.Value = 0L; m_skillState.ElapsedTime.Value = 1728000000000L; }).AddTo(instance); (from amount in Amount.Pairwise() where amount.Current > amount.Previous select amount).Subscribe(delegate { ResetCooldown(); }).AddTo(instance); UpdateCooldown(); AdAvailable = Singleton <AdRunner> .Instance.AdReady.TakeUntilDestroy(instance).ToReadOnlyReactiveProperty(); (from ad in Singleton <AdRunner> .Instance.AdPlacementFinished where ad.ToString() == Skill.ToString() select ad).Subscribe(delegate { SkillAdFinished(); }).AddTo(instance); (from ad in Singleton <AdRunner> .Instance.AdPlacementSkipped where ad.ToString() == Skill.ToString() select ad).Subscribe(delegate { SkillAdSkipped(); }).AddTo(instance); (from ad in Singleton <AdRunner> .Instance.AdPlacementFailed where ad.ToString() == Skill.ToString() select ad).Subscribe(delegate { SkillAdSkipped(); }).AddTo(instance); }