using System; using BackupParamAccessor; using PlayerStatus; using UnityEngine; namespace Schedule { public class ResultBaseTask { public int id { get { return this._id; } } public WorkResultSlot slot { get { return this._slot; } } public Maid maid { get { if (this.slot != null) { return this.slot.maid; } return null; } } public Texture2D icon { get { return this._icon; } } public string icon_name { get { return ScheduleCSVData.AllData[this.id].icon; } } protected void Init(WorkResultSlot slot, int workId, ResultWorkMgr.ResultType resultType) { this._id = workId; this._slot = slot; this.resultType = resultType; this.CalcParamTask(); } protected void CalcParamTask() { ResultWorkMgr.ResultType resultType = this.resultType; if (resultType != ResultWorkMgr.ResultType.Daytime) { if (resultType == ResultWorkMgr.ResultType.Night) { this.CalcParam(SCENE_ID.Night); } } else { this.CalcParam(SCENE_ID.Noon); } } protected virtual void CalcParam(SCENE_ID baseId) { } protected ResultWorkMgr.ResultType resultType; protected int _id; protected WorkResultSlot _slot; public ScheduleData.WorkSuccessLv commonSuccessLv; public Texture2D successLv_icon; public string successLvName; protected Texture2D _icon; public Params uppedParams; protected const string SUCCESS_LV_ICON_MISS = "CM3D2_work_result_mark_sippai"; protected const string SUCCESS_LV_ICON_SUCCESS = "CM3D2_work_result_mark_seikou"; protected const string SUCCESS_LV_ICON_PERFECT = "CM3D2_work_result_mark_daiseikou"; protected const string BONUS_ICON_MISS = "CM3D2_work_result_mark_sippai2"; protected const string BONUS_ICON_SUCCESS = "CM3D2_work_result_mark_seikou2"; protected const string BONUS_ICON_PERFECT = "CM3D2_work_result_mark_daiseikou2"; protected const string BONUS_ICON_COMMUNICATION = "CM3D2_work_result_mark_commubonus"; } }