EmpireLifeModeAPI.cs 10 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using MaidStatus;
  4. using UnityEngine;
  5. using wf;
  6. public static class EmpireLifeModeAPI
  7. {
  8. public static int GetPriorityScenarioType(EmpireLifeModeData.ScenarioType scenarioType)
  9. {
  10. return EmpireLifeModeAPI.m_ScenarioTypePriorityDic[scenarioType];
  11. }
  12. private static void CreateScenarioTypeIconDic()
  13. {
  14. if (EmpireLifeModeAPI.m_ScenarioTypeIconDic != null && EmpireLifeModeAPI.m_ScenarioTypeIconDic.Count > 0)
  15. {
  16. return;
  17. }
  18. EmpireLifeModeAPI.m_ScenarioTypeIconDic = new Dictionary<EmpireLifeModeData.ScenarioType, Texture2D>();
  19. Func<string, Texture2D> func = delegate(string strFileName)
  20. {
  21. if (GameUty.FileSystem.IsExistentFile(strFileName + ".tex"))
  22. {
  23. return ImportCM.CreateTexture(strFileName + ".tex");
  24. }
  25. return null;
  26. };
  27. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Add(EmpireLifeModeData.ScenarioType.一般, func("life_mode_event_icon_general"));
  28. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Add(EmpireLifeModeData.ScenarioType.汎用, func("life_mode_event_icon_universal"));
  29. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Add(EmpireLifeModeData.ScenarioType.スト\u30FCリ\u30FC, func("life_mode_event_icon_story"));
  30. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Add(EmpireLifeModeData.ScenarioType.Hシ\u30FCン, func("life_mode_event_icon_hentai"));
  31. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Add(EmpireLifeModeData.ScenarioType.セクハラ, func("life_mode_event_icon_sexual_harassment"));
  32. }
  33. public static Texture2D GetIconScenarioType(EmpireLifeModeData.ScenarioType scenarioType)
  34. {
  35. EmpireLifeModeAPI.CreateScenarioTypeIconDic();
  36. return EmpireLifeModeAPI.m_ScenarioTypeIconDic[scenarioType];
  37. }
  38. public static void DestroyScenarioTypeIconDic()
  39. {
  40. if (EmpireLifeModeAPI.m_ScenarioTypeIconDic == null)
  41. {
  42. return;
  43. }
  44. Dictionary<EmpireLifeModeData.ScenarioType, Texture2D>.ValueCollection values = EmpireLifeModeAPI.m_ScenarioTypeIconDic.Values;
  45. using (Dictionary<EmpireLifeModeData.ScenarioType, Texture2D>.ValueCollection.Enumerator enumerator = values.GetEnumerator())
  46. {
  47. while (enumerator.MoveNext())
  48. {
  49. if (enumerator.Current != null)
  50. {
  51. UnityEngine.Object.DestroyImmediate(enumerator.Current);
  52. }
  53. }
  54. }
  55. EmpireLifeModeAPI.m_ScenarioTypeIconDic.Clear();
  56. }
  57. public static List<string> GetEnabledFacilityUniqueNameList()
  58. {
  59. if (EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList == null || EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList.Count <= 0)
  60. {
  61. EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList = new List<string>();
  62. foreach (EmpireLifeModeData.Data data in EmpireLifeModeData.GetAllDatas(true))
  63. {
  64. foreach (string item in data.dataFacilityUniqueNameArray)
  65. {
  66. if (!EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList.Contains(item))
  67. {
  68. EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList.Add(item);
  69. }
  70. }
  71. }
  72. }
  73. return new List<string>(EmpireLifeModeAPI.m_EnabledFacilityUniqueNameList);
  74. }
  75. public static List<Facility> GetEnabledFacilityList()
  76. {
  77. List<string> enabledFacilityUniqueNameList = EmpireLifeModeAPI.GetEnabledFacilityUniqueNameList();
  78. List<Facility> list = new List<Facility>();
  79. foreach (Facility facility in GameMain.Instance.FacilityMgr.GetFacilityArray())
  80. {
  81. if (!(facility == null))
  82. {
  83. if (enabledFacilityUniqueNameList.Contains(facility.defaultData.name))
  84. {
  85. list.Add(facility);
  86. }
  87. }
  88. }
  89. return list;
  90. }
  91. public static int GetMaxMaidCount()
  92. {
  93. int num = 0;
  94. int num2 = 0;
  95. foreach (Facility facility in EmpireLifeModeAPI.GetEnabledFacilityList())
  96. {
  97. FacilityDataTable.FacilityDefaultData defaultData = facility.defaultData;
  98. if (defaultData.isDefaultPlace)
  99. {
  100. num++;
  101. }
  102. else
  103. {
  104. num2++;
  105. }
  106. }
  107. return num * 2 + num2 + 2 * (num2 / 5);
  108. }
  109. public static List<Maid> SelectionMaidList(IEnumerable<Maid> maidList)
  110. {
  111. List<Maid> list = new List<Maid>();
  112. foreach (Maid maid in maidList)
  113. {
  114. if (!(maid == null))
  115. {
  116. if (maid.status.heroineType != HeroineType.Sub)
  117. {
  118. list.Add(maid);
  119. }
  120. }
  121. }
  122. return list;
  123. }
  124. public static int GetPriorityScenarioType(this EmpireLifeModeData.Data data)
  125. {
  126. return EmpireLifeModeAPI.GetPriorityScenarioType(data.dataScenarioType);
  127. }
  128. public static List<Maid> GetCorrectMaidList(this EmpireLifeModeData.Data data, IEnumerable<Maid> maidList)
  129. {
  130. List<Maid> list = new List<Maid>();
  131. foreach (Maid maid in maidList)
  132. {
  133. if (data.IsCorrectMaid(maid))
  134. {
  135. list.Add(maid);
  136. }
  137. }
  138. return list;
  139. }
  140. public static List<Facility> GetCorrectFacilityList(this EmpireLifeModeData.Data data)
  141. {
  142. List<Facility> list = new List<Facility>();
  143. foreach (Facility facility in EmpireLifeModeAPI.GetEnabledFacilityList())
  144. {
  145. foreach (string b in data.dataFacilityUniqueNameArray)
  146. {
  147. if (facility.defaultData.name == b)
  148. {
  149. list.Add(facility);
  150. break;
  151. }
  152. }
  153. }
  154. return list;
  155. }
  156. public static bool IsCorrectMaid(this EmpireLifeModeData.Data data, Maid maid)
  157. {
  158. return data.IsCorrectMaidMainCharaOnly(maid) && data.IsCorrectMaidSeikeiken(maid) && data.IsCorrectMaidPersonalType(maid) && data.IsCorrectMaidFlag(maid) && data.IsCorrectMaidStatus(maid) && data.IsCorrectMaidExecuteCount(maid);
  159. }
  160. public static bool IsCorrectUniqueComparisonObject(this EmpireLifeModeData.Data data)
  161. {
  162. return data.IsCorrectNTRBlock() && data.IsCorrectTimeZone() && data.IsCorrectPlayerFlag();
  163. }
  164. public static bool IsCorrectScenarioType(this EmpireLifeModeData.Data data, EmpireLifeModeData.ScenarioType scenarioType)
  165. {
  166. return data.dataScenarioType == scenarioType;
  167. }
  168. public static bool IsCorrectScenarioAnyNumberPlay(this EmpireLifeModeData.Data data)
  169. {
  170. Debug.LogWarning("未実装:シナリオを再生したかどうかのフラグは、まだゲーム内で保存されない。");
  171. return true;
  172. }
  173. public static bool IsCorrectNTRBlock(this EmpireLifeModeData.Data data)
  174. {
  175. return data.IsCorrectNTRBlock(GameMain.Instance.CharacterMgr.status.lockNTRPlay);
  176. }
  177. public static bool IsCorrectNTRBlock(this EmpireLifeModeData.Data data, bool NowNTRBlockingFlag)
  178. {
  179. if (data.dataNTRBlock == null)
  180. {
  181. return true;
  182. }
  183. if (NowNTRBlockingFlag)
  184. {
  185. return data.dataNTRBlock.Value;
  186. }
  187. return !data.dataNTRBlock.Value;
  188. }
  189. public static bool IsCorrectFacility(this EmpireLifeModeData.Data data, string facilityUniqueName)
  190. {
  191. foreach (string a in data.dataFacilityUniqueNameArray)
  192. {
  193. if (a == facilityUniqueName)
  194. {
  195. return true;
  196. }
  197. }
  198. return false;
  199. }
  200. public static bool IsCorrectTimeZone(this EmpireLifeModeData.Data data)
  201. {
  202. if (data.dataTimeZone == null)
  203. {
  204. return true;
  205. }
  206. ScheduleMgr.ScheduleTime nowTimeZone = (!GameMain.Instance.CharacterMgr.status.isDaytime) ? ScheduleMgr.ScheduleTime.Night : ScheduleMgr.ScheduleTime.DayTime;
  207. return data.IsCorrectTimeZone(nowTimeZone);
  208. }
  209. public static bool IsCorrectTimeZone(this EmpireLifeModeData.Data data, ScheduleMgr.ScheduleTime nowTimeZone)
  210. {
  211. return data.dataTimeZone == null || nowTimeZone == data.dataTimeZone.Value;
  212. }
  213. public static bool IsCorrectPlayerFlag(this EmpireLifeModeData.Data data)
  214. {
  215. if (data.dataFlagPlayer == null)
  216. {
  217. return true;
  218. }
  219. foreach (KeyValuePair<string, int> keyValuePair in data.dataFlagPlayer)
  220. {
  221. if (GameMain.Instance.CharacterMgr.status.GetFlag(keyValuePair.Key) != keyValuePair.Value)
  222. {
  223. return false;
  224. }
  225. }
  226. return true;
  227. }
  228. public static bool IsCorrectMaidFlag(this EmpireLifeModeData.Data data, Maid maid)
  229. {
  230. if (data.dataFlagMaid == null)
  231. {
  232. return true;
  233. }
  234. foreach (KeyValuePair<string, int> keyValuePair in data.dataFlagMaid)
  235. {
  236. if (maid.status.GetFlag(keyValuePair.Key) != keyValuePair.Value)
  237. {
  238. return false;
  239. }
  240. }
  241. return true;
  242. }
  243. public static bool IsCorrectMaidPersonalType(this EmpireLifeModeData.Data data, Maid maid)
  244. {
  245. foreach (KeyValuePair<int, string> keyValuePair in data.dataMaidPersonalUniqueNameAndActiveSlotDic)
  246. {
  247. string value = keyValuePair.Value;
  248. if (value == maid.status.personal.uniqueName)
  249. {
  250. return true;
  251. }
  252. }
  253. return false;
  254. }
  255. public static bool IsCorrectMaidMainCharaOnly(this EmpireLifeModeData.Data data, Maid maid)
  256. {
  257. return data.dataMaidMainCharaOnly == null || maid.status.mainChara == data.dataMaidMainCharaOnly;
  258. }
  259. public static bool IsCorrectContract(this EmpireLifeModeData.Data data, Maid maid)
  260. {
  261. return data.IsCorrectContract(maid.status.contract);
  262. }
  263. public static bool IsCorrectContract(this EmpireLifeModeData.Data data, Contract contract)
  264. {
  265. return data.dataMaidContract == null || data.dataMaidContract == contract;
  266. }
  267. public static bool IsCorrectRelation(this EmpireLifeModeData.Data data, Maid maid)
  268. {
  269. return data.IsCorrectRelation(maid.status.relation);
  270. }
  271. public static bool IsCorrectRelation(this EmpireLifeModeData.Data data, Relation relation)
  272. {
  273. return data.dataMaidRelation == null || data.dataMaidRelation == relation;
  274. }
  275. public static bool IsCorrectMaidStatus(this EmpireLifeModeData.Data data, Maid maid)
  276. {
  277. return data.dataMaidStatus == null || data.dataMaidStatus.GreaterThanOrEqualToStatus(maid.status);
  278. }
  279. public static bool IsCorrectMaidSeikeiken(this EmpireLifeModeData.Data data, Maid maid)
  280. {
  281. if (data.dataMaidSeikeiken == null)
  282. {
  283. return true;
  284. }
  285. foreach (Seikeiken seikeiken in data.dataMaidSeikeiken)
  286. {
  287. if (seikeiken == maid.status.seikeiken)
  288. {
  289. return true;
  290. }
  291. }
  292. return false;
  293. }
  294. public static bool IsCorrectMaidExecuteCount(this EmpireLifeModeData.Data data, Maid maid)
  295. {
  296. if (data.dataScenarioType != EmpireLifeModeData.ScenarioType.一般)
  297. {
  298. return true;
  299. }
  300. int maidScenarioExecuteCount = GameMain.Instance.LifeModeMgr.GetMaidScenarioExecuteCount(data.ID, maid);
  301. return maidScenarioExecuteCount <= 0;
  302. }
  303. private static ReadOnlyDictionary<EmpireLifeModeData.ScenarioType, int> m_ScenarioTypePriorityDic = new ReadOnlyDictionary<EmpireLifeModeData.ScenarioType, int>(new Dictionary<EmpireLifeModeData.ScenarioType, int>
  304. {
  305. {
  306. EmpireLifeModeData.ScenarioType.スト\u30FCリ\u30FC,
  307. 4
  308. },
  309. {
  310. EmpireLifeModeData.ScenarioType.一般,
  311. 3
  312. },
  313. {
  314. EmpireLifeModeData.ScenarioType.Hシ\u30FCン,
  315. 2
  316. },
  317. {
  318. EmpireLifeModeData.ScenarioType.セクハラ,
  319. 2
  320. },
  321. {
  322. EmpireLifeModeData.ScenarioType.汎用,
  323. 1
  324. }
  325. });
  326. private static Dictionary<EmpireLifeModeData.ScenarioType, Texture2D> m_ScenarioTypeIconDic = null;
  327. private static List<string> m_EnabledFacilityUniqueNameList;
  328. }