MissionData.cs 1.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class MissionData
  4. {
  5. public enum MissionType
  6. {
  7. None = 0,
  8. Checkin = 1,
  9. Battle = 2,
  10. }
  11. private static System.Array missionArr = System.Enum.GetValues(typeof(MissionType));
  12. public static MissionType GetMissionTypeByCode(int code)
  13. {
  14. return (MissionType)missionArr.GetValue(code);
  15. }
  16. public enum RewardType
  17. {
  18. Coin = 0,
  19. Diamond = 1,
  20. }
  21. public int id;
  22. public int missionType;
  23. public int progress;
  24. public int target;
  25. public int reward;
  26. public int rewardType;
  27. public int rewardCount;
  28. public int rewardMaxCount;
  29. public int rewarded;
  30. public bool enabled = true;
  31. public MissionData()
  32. {
  33. }
  34. public string GetInfo()
  35. {
  36. if(missionType == MissionData.MissionType.Checkin.GetHashCode())
  37. {
  38. if(rewardCount >= rewardMaxCount )
  39. return Language.GetStr("Mission", "mission1Max");
  40. else
  41. return Language.GetStr("Mission", "mission1").Replace("%NUM%", rewardCount.ToString());
  42. }
  43. else if(missionType == MissionData.MissionType.Battle.GetHashCode())
  44. {
  45. string str = "" + progress + "/" + target;
  46. return Language.GetStr("Mission", "mission2").Replace("%NUM%", str);
  47. }
  48. return "";
  49. }
  50. public bool IsCompleted()
  51. {
  52. return progress >= target;
  53. }
  54. }