YotogiResultManager.cs 13 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using MaidStatus;
  4. using UnityEngine;
  5. using wf;
  6. using Yotogis;
  7. public class YotogiResultManager : WfScreenChildren
  8. {
  9. public override void Awake()
  10. {
  11. base.Awake();
  12. this.yotogi_mgr_ = base.GetComponentInParent<YotogiManager>();
  13. this.common_buttons_ = UTY.GetChildObject(base.root_obj, "CommonPanel", false).GetComponent<YotogiCommonButtons>();
  14. this.common_buttons_.viwe_reset_btn.gameObject.SetActive(false);
  15. GameObject gameObject = Utility.CreatePrefab(base.root_obj, "SceneYotogi/Common/Prefab/ParameterViewer", true);
  16. gameObject.transform.SetParent(UTY.GetChildObject(base.root_obj, "ParameterViewer", false).transform, false);
  17. gameObject.transform.localPosition = new Vector3(0f, 360f, 0f);
  18. this.paramenter_viewer_ = gameObject.GetComponent<YotogiParameterViewer>();
  19. this.paramenter_viewer_.SetCostumeButtonVisible(false);
  20. this.paramenter_viewer_.SetAttributeViewer(UTY.GetChildObject(base.root_obj.transform.parent.gameObject, "AttributeViewer", false).GetComponent<AttributeViewer>());
  21. this.fluctuation_status_parent_ = UTY.GetChildObject(base.root_obj, "AcquiredParameterViewer/FluctuationOfParameter/FluctuationOfParameterParent", false).GetComponent<UITable>();
  22. this.acquired_class_parent_ = UTY.GetChildObject(base.root_obj, "AcquiredParameterViewer/YotogiClass/AcquiredSkillParent/Contents/UnitParent", false).GetComponent<UIGrid>();
  23. this.acquired_skill_parent_ = UTY.GetChildObject(base.root_obj, "AcquiredParameterViewer/AcquiredSkill/AcquiredSkillParent/Contents/UnitParent", false).GetComponent<UIGrid>();
  24. this.acquired_attribute_parent_ = UTY.GetChildObject(base.root_obj, "AcquiredParameterViewer/AcquiredAttribute/AcquiredAttributeParent", false).GetComponent<UIGrid>();
  25. this.skill_unit_parent_ = UTY.GetChildObject(base.root_obj, "SkillViewer/SkillUnitParent", false).GetComponent<UIGrid>();
  26. }
  27. protected override void OnCall()
  28. {
  29. this.yotogi_mgr_.uiVisible = true;
  30. this.common_buttons_.next_btn.onClick.Clear();
  31. EventDelegate.Add(this.common_buttons_.next_btn.onClick, new EventDelegate.Callback(this.OnClickNext));
  32. this.maid_ = this.yotogi_mgr_.maid;
  33. this.Clear();
  34. this.paramenter_viewer_.SetMaid(this.maid_);
  35. this.paramenter_viewer_.UpdateTextCommon();
  36. this.paramenter_viewer_.UpdateTextParam();
  37. HashSet<int> hashSet = new HashSet<int>();
  38. YotogiManager.PlayingSkillData[] play_skill_array = this.yotogi_mgr_.play_skill_array;
  39. for (int i = 0; i < play_skill_array.Length; i++)
  40. {
  41. if (play_skill_array[i].skill_pair.base_data != null && !hashSet.Contains(play_skill_array[i].skill_pair.base_data.id) && play_skill_array[i].skill_pair.base_data.specialConditionType != Skill.Data.SpecialConditionType.Faint && play_skill_array[i].skill_pair.base_data.specialConditionType != Skill.Data.SpecialConditionType.NewType)
  42. {
  43. hashSet.Add(play_skill_array[i].skill_pair.base_data.id);
  44. YotogiSkillUnit yotogiSkillUnit = this.AddSkillUnit(play_skill_array[i].skill_pair);
  45. int num = play_skill_array[i].skill_pair.skill_data.expSystem.GetTotalExp() - play_skill_array[i].backup_total_exp;
  46. if (0 < num)
  47. {
  48. yotogiSkillUnit.SetExpAnime(play_skill_array[i].backup_total_exp, num, this.AnimeTime);
  49. }
  50. if (play_skill_array[i].skill_pair.base_data.specialConditionType == Skill.Data.SpecialConditionType.Drunk)
  51. {
  52. GameMain.Instance.CharacterMgr.status.AddHaveTrophy(1130);
  53. }
  54. if (play_skill_array[i].skill_pair.base_data.specialConditionType == Skill.Data.SpecialConditionType.Drug)
  55. {
  56. GameMain.Instance.CharacterMgr.status.AddHaveTrophy(1140);
  57. }
  58. if (play_skill_array[i].skill_pair.base_data.specialConditionType == Skill.Data.SpecialConditionType.Mask)
  59. {
  60. GameMain.Instance.CharacterMgr.status.AddHaveTrophy(1150);
  61. }
  62. }
  63. }
  64. YotogiManager.BackUpStatus backUpStatus = this.yotogi_mgr_.GetBackUpStatus();
  65. YotogiPlay.Param param = YotogiPlay.Param.Create(this.maid_) - backUpStatus.param;
  66. this.AddFluctuationStatus("夜伽クラスレベル", param.yotogi_type_level);
  67. this.AddFluctuationStatus("夜伽クラスEXP", param.yotogi_type_total_exp);
  68. this.AddFluctuationStatus("奉仕", param.housi);
  69. this.AddFluctuationStatus("淫欲", param.inyoku);
  70. this.AddFluctuationStatus("M性", param.m_value);
  71. this.AddFluctuationStatus("変態", param.hentai);
  72. this.AddFluctuationStatus("可憐", param.lovely);
  73. this.AddFluctuationStatus("気品", param.elegance);
  74. this.AddFluctuationStatus("魅惑", param.charm);
  75. this.AddFluctuationStatus("指導", param.teach_rate / 10);
  76. HashSet<int> hashSet2 = new HashSet<int>();
  77. foreach (int item in this.maid_.status.propensitys.GetKeyArray())
  78. {
  79. hashSet2.Add(item);
  80. }
  81. foreach (int item2 in backUpStatus.propensity)
  82. {
  83. hashSet2.Remove(item2);
  84. }
  85. foreach (int id in hashSet2)
  86. {
  87. this.AddAcquiredAttribute(Propensity.GetData(id).drawName);
  88. }
  89. HashSet<int> hashSet3 = new HashSet<int>();
  90. int[] keyArray2 = this.maid_.status.yotogiClass.datas.GetKeyArray();
  91. for (int k = 0; k < keyArray2.Length; k++)
  92. {
  93. hashSet3.Add(keyArray2[k]);
  94. }
  95. foreach (int item3 in backUpStatus.yotogi_class_list)
  96. {
  97. hashSet3.Remove(item3);
  98. }
  99. foreach (int id2 in hashSet3)
  100. {
  101. if (!YotogiClass.IsNTRClass(id2, false))
  102. {
  103. this.AddYotogiClass(YotogiClass.GetData(id2).drawName);
  104. }
  105. }
  106. HashSet<int> hashSet4 = new HashSet<int>();
  107. keyArray2 = this.maid_.status.yotogiSkill.datas.GetKeyArray();
  108. for (int l = 0; l < keyArray2.Length; l++)
  109. {
  110. hashSet4.Add(keyArray2[l]);
  111. }
  112. foreach (int item4 in backUpStatus.skill_id_list)
  113. {
  114. hashSet4.Remove(item4);
  115. }
  116. bool lockNTRPlay = GameMain.Instance.CharacterMgr.status.lockNTRPlay;
  117. foreach (int id3 in hashSet4)
  118. {
  119. Skill.Data data = Skill.Get(id3);
  120. if (data.specialConditionType != Skill.Data.SpecialConditionType.Faint && data.specialConditionType != Skill.Data.SpecialConditionType.NewType)
  121. {
  122. if (!lockNTRPlay || (data.category != Yotogi.Category.交換 && data.category != Yotogi.Category.乱交))
  123. {
  124. if (data.IsExecSeikeiken(this.maid_.status.seikeiken))
  125. {
  126. this.AddAcquiredSkill(data.name);
  127. }
  128. }
  129. }
  130. }
  131. this.fluctuation_status_parent_.Reposition();
  132. this.acquired_skill_parent_.Reposition();
  133. this.acquired_class_parent_.Reposition();
  134. this.acquired_attribute_parent_.Reposition();
  135. this.skill_unit_parent_.Reposition();
  136. this.StartAnime();
  137. if (this.yotogi_mgr_.is_new_yotogi_mode)
  138. {
  139. UTY.GetChildObject(base.root_obj, "SkillViewer", false).SetActive(false);
  140. }
  141. GameMain.Instance.CharacterMgr.status.CheckTrophyMaidStatus(this.maid_);
  142. this.acquired_class_parent_.Reposition();
  143. Utility.ResetNGUI(UTY.GetChildObject(this.acquired_class_parent_.transform.parent.parent.gameObject, "Contents", false).GetComponent<UIScrollView>());
  144. }
  145. public void Clear()
  146. {
  147. Action<GameObject> action = delegate(GameObject game_object)
  148. {
  149. Transform transform = game_object.transform;
  150. for (int i = 0; i < transform.childCount; i++)
  151. {
  152. UnityEngine.Object.Destroy(transform.GetChild(i).gameObject);
  153. }
  154. transform.DetachChildren();
  155. };
  156. action(this.fluctuation_status_parent_.gameObject);
  157. this.fluctuation_status_parent_.Reposition();
  158. action(this.acquired_skill_parent_.gameObject);
  159. this.acquired_skill_parent_.Reposition();
  160. action(this.acquired_class_parent_.gameObject);
  161. this.acquired_class_parent_.Reposition();
  162. Utility.ResetNGUI(UTY.GetChildObject(this.acquired_class_parent_.transform.parent.parent.gameObject, "Contents", false).GetComponent<UIScrollView>());
  163. action(this.acquired_attribute_parent_.gameObject);
  164. this.acquired_attribute_parent_.Reposition();
  165. action(this.skill_unit_parent_.gameObject);
  166. this.skill_unit_parent_.Reposition();
  167. }
  168. public void AddFluctuationStatus(string param_name, int value)
  169. {
  170. if (14 <= this.fluctuation_status_parent_.transform.childCount || value == 0)
  171. {
  172. return;
  173. }
  174. GameObject gameObject = Utility.CreatePrefab(this.fluctuation_status_parent_.gameObject, "SceneYotogi/Result/Prefab/FluctuationOfParameterUnit", true);
  175. FluctuationOfParameterUnit component = gameObject.GetComponent<FluctuationOfParameterUnit>();
  176. component.AnimeTime = this.AnimeTime;
  177. component.SetTextName(param_name);
  178. component.SetTextValue(value);
  179. component.SetBGVisible((this.fluctuation_status_parent_.transform.childCount + 1) / 2 % 2 == 0);
  180. this.fluctuation_status_parent_.repositionNow = true;
  181. }
  182. public void AddYotogiClass(string name)
  183. {
  184. UIGrid uigrid = this.acquired_class_parent_;
  185. GameObject gameObject = Utility.CreatePrefab(uigrid.gameObject, "SceneYotogi/Result/Prefab/AcquiredYotogiClassUnit", true);
  186. AcquiredSkillUnit component = gameObject.GetComponent<AcquiredSkillUnit>();
  187. component.SetText(name);
  188. component.SetBGVisible(uigrid.transform.childCount % 2 != 0);
  189. uigrid.repositionNow = true;
  190. }
  191. public void AddAcquiredSkill(string name)
  192. {
  193. GameObject gameObject = Utility.CreatePrefab(this.acquired_skill_parent_.gameObject, "SceneYotogi/Result/Prefab/AcquiredSkillUnit", true);
  194. AcquiredSkillUnit component = gameObject.GetComponent<AcquiredSkillUnit>();
  195. component.SetText(name);
  196. component.SetBGVisible(this.acquired_skill_parent_.transform.childCount % 2 != 0);
  197. this.acquired_skill_parent_.repositionNow = true;
  198. }
  199. public void AddAcquiredAttribute(string name)
  200. {
  201. if (5 <= this.acquired_attribute_parent_.transform.childCount)
  202. {
  203. return;
  204. }
  205. GameObject gameObject = Utility.CreatePrefab(this.acquired_attribute_parent_.gameObject, "SceneYotogi/Result/Prefab/AcquiredAttributeUnit", true);
  206. AcquiredAttributeUnit component = gameObject.GetComponent<AcquiredAttributeUnit>();
  207. component.SetText(name);
  208. this.acquired_attribute_parent_.repositionNow = true;
  209. }
  210. public YotogiSkillUnit AddSkillUnit(Yotogi.SkillDataPair skill_data_pair)
  211. {
  212. if (7 <= this.skill_unit_parent_.transform.childCount)
  213. {
  214. return null;
  215. }
  216. GameObject gameObject = Utility.CreatePrefab(this.skill_unit_parent_.gameObject, "SceneYotogi/SkillSelect/Prefab/YotogiSkillUnit", true);
  217. UTY.GetChildObject(gameObject, "Button", false).SetActive(false);
  218. UTY.GetChildObject(gameObject, "Description/BG", false).GetComponent<UISprite>().alpha = 1f;
  219. YotogiSkillUnit component = gameObject.GetComponent<YotogiSkillUnit>();
  220. component.SetSkillData(this.maid_, skill_data_pair.base_data, skill_data_pair.skill_data, null, null);
  221. this.skill_unit_parent_.repositionNow = true;
  222. return component;
  223. }
  224. public void StartAnime()
  225. {
  226. Transform transform = this.fluctuation_status_parent_.gameObject.transform;
  227. for (int i = 0; i < transform.childCount; i++)
  228. {
  229. transform.GetChild(i).GetComponent<FluctuationOfParameterUnit>().StartAnime();
  230. }
  231. if (!this.yotogi_mgr_.is_new_yotogi_mode)
  232. {
  233. transform = this.skill_unit_parent_.gameObject.transform;
  234. for (int j = 0; j < transform.childCount; j++)
  235. {
  236. transform.GetChild(j).GetComponent<YotogiSkillUnit>().StartAnime();
  237. }
  238. }
  239. }
  240. private void OnClickNext()
  241. {
  242. if (this.yotogi_mgr_.null_mgr.IsExistNextLabel())
  243. {
  244. this.Finish();
  245. }
  246. }
  247. protected override void OnFinish()
  248. {
  249. base.OnFinish();
  250. GameMain.Instance.SoundMgr.VoiceStopAll();
  251. GameMain.Instance.SoundMgr.StopSe();
  252. CharacterMgr characterMgr = GameMain.Instance.CharacterMgr;
  253. GameMain.Instance.ScriptMgr.ClearForcExecWaitEvent();
  254. for (int i = 0; i < characterMgr.GetMaidCount(); i++)
  255. {
  256. Maid maid = characterMgr.GetMaid(i);
  257. if (maid != null)
  258. {
  259. maid.FaceAnime("通常", 0f, 0);
  260. maid.FaceBlend("無し");
  261. maid.body0.SetMaskMode(TBody.MaskMode.None);
  262. for (int j = 10; j <= 20; j++)
  263. {
  264. maid.body0.MulTexRemove("body", 0, "_MainTex", j);
  265. maid.body0.MulTexRemove("body", 0, "_ShadowTex", j);
  266. maid.body0.MulTexRemove("head", 5, "_MainTex", j);
  267. maid.body0.MulTexRemove("head", 5, "_ShadowTex", j);
  268. }
  269. maid.body0.MulTexRemove("body", 0, "_MainTex", 24);
  270. maid.body0.MulTexRemove("body", 0, "_ShadowTex", 24);
  271. maid.body0.MulTexProc("body");
  272. maid.body0.MulTexProc("head");
  273. }
  274. }
  275. this.yotogi_mgr_.ResetWorld();
  276. }
  277. protected override void OnFadeEnd()
  278. {
  279. bool flag = !this.yotogi_mgr_.IsAllCharaBusy();
  280. if (flag)
  281. {
  282. GameMain.Instance.MainLight.Reset();
  283. GameMain.Instance.CharacterMgr.ResetCharaPosAll();
  284. GameMain.Instance.MainCamera.Reset(CameraMain.CameraType.Target, true);
  285. GameMain.Instance.SoundMgr.VoiceStopAll();
  286. this.yotogi_mgr_.UnVisibleMaidAndMan(true, true);
  287. this.maid_.Visible = true;
  288. if (this.yotogi_mgr_.null_mgr.IsExistNextLabel())
  289. {
  290. this.yotogi_mgr_.CallScreen(YotogiManager.CallScreenType.Null.ToString());
  291. }
  292. }
  293. }
  294. public float AnimeTime = 1.5f;
  295. private Maid maid_;
  296. private YotogiManager yotogi_mgr_;
  297. private YotogiCommonButtons common_buttons_;
  298. private YotogiParameterViewer paramenter_viewer_;
  299. private UITable fluctuation_status_parent_;
  300. private UIGrid acquired_skill_parent_;
  301. private UIGrid acquired_class_parent_;
  302. private UIGrid acquired_attribute_parent_;
  303. private UIGrid skill_unit_parent_;
  304. }