Repository URL to install this package:
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Version:
2024.6.1 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System.Linq;
using Gs2.Unity.UiKit.Core;
using Gs2.Unity.UiKit.Gs2Quest.Fetcher;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Quest
{
/// <summary>
/// Main
/// </summary>
[AddComponentMenu("GS2 UIKit/Quest/QuestModel/View/Enabler/Gs2QuestQuestStatusEnabler")]
public partial class Gs2QuestOwnQuestStatusEnabler : MonoBehaviour
{
private void OnFetched()
{
if (this._completedQuestListFetcher?.CompletedQuestList == null) return;
if (this._questModelFetcher?.QuestModel == null) return;
var completedQuestNames = this._completedQuestListFetcher.CompletedQuestList.CompleteQuestNames;
var premiseQuestNames = this._questModelFetcher.QuestModel.PremiseQuestNames;
if (premiseQuestNames.Count(v => completedQuestNames.Contains(v)) != premiseQuestNames.Count) {
this.target.SetActive(this.cantChallenge);
}
else {
if (completedQuestNames.Contains(this._questModelFetcher.QuestModel.Name)) {
this.target.SetActive(this.completed);
}
else {
this.target.SetActive(this.notCompleted);
}
}
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2QuestOwnQuestStatusEnabler
{
private Gs2QuestOwnCompletedQuestListFetcher _completedQuestListFetcher;
private Gs2QuestQuestModelFetcher _questModelFetcher;
public void Awake()
{
this._completedQuestListFetcher = GetComponent<Gs2QuestOwnCompletedQuestListFetcher>() ?? GetComponentInParent<Gs2QuestOwnCompletedQuestListFetcher>();
this._questModelFetcher = GetComponent<Gs2QuestQuestModelFetcher>() ?? GetComponentInParent<Gs2QuestQuestModelFetcher>();
if (this._completedQuestListFetcher == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2QuestOwnCompletedQuestListFetcher.");
enabled = false;
}
if (this._questModelFetcher == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2QuestQuestModelFetcher.");
enabled = false;
}
if (this.target == null) {
Debug.LogError($"{gameObject.GetFullPath()}: target is not set.");
enabled = false;
}
}
public bool HasError()
{
this._completedQuestListFetcher = GetComponent<Gs2QuestOwnCompletedQuestListFetcher>() ?? GetComponentInParent<Gs2QuestOwnCompletedQuestListFetcher>();
this._questModelFetcher = GetComponent<Gs2QuestQuestModelFetcher>() ?? GetComponentInParent<Gs2QuestQuestModelFetcher>(true);
if (this._completedQuestListFetcher == null) {
return true;
}
if (this._questModelFetcher == null) {
return true;
}
if (this.target == null) {
return true;
}
return false;
}
private UnityAction _onFetched;
public void OnEnable()
{
this._onFetched = () =>
{
OnFetched();
};
this._completedQuestListFetcher.OnFetched.AddListener(this._onFetched);
this._questModelFetcher.OnFetched.AddListener(this._onFetched);
if (this._completedQuestListFetcher.Fetched && this._questModelFetcher.Fetched) {
OnFetched();
}
}
public void OnDisable()
{
if (this._onFetched != null) {
this._completedQuestListFetcher.OnFetched.RemoveListener(this._onFetched);
this._questModelFetcher.OnFetched.RemoveListener(this._onFetched);
this._onFetched = null;
}
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2QuestOwnQuestStatusEnabler
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2QuestOwnQuestStatusEnabler
{
public bool loading;
public bool cantChallenge;
public bool notCompleted;
public bool completed;
public GameObject target;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2QuestOwnQuestStatusEnabler
{
}
}