| | |
| | | public string LocalSaveEquipUnlock { get; private set; }
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| | | public string LocalSaveActiveSuit { get; private set; }
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| | | public string LocalSaveActiveStoneSuit { get; private set; }
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| | |
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| | | |
| | | public int UnlockTowerLayer
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| | | {
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| | | get { return towerModel.highestPassFloor; }
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| | |
| | | if (unlockEquips == null) return false;
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| | |
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| | | return unlockEquips.Contains(equipPlace);
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| | | }
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| | |
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| | | public bool IsPlaySuitPlayerEffect()
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveSuit(out suitTypes, out suitLvs);
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| | | if (isActiveSuit)
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| | | {
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| | | for (int i = 0; i < suitTypes.Count; i++)
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| | | {
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| | | int suitType = suitTypes[i];
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| | | int suitLv = suitLvs[i];
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| | | bool isLocalSaveActiveSuit = IsLocalSaveActiveSuit(suitType, suitLv);
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| | | if(!isLocalSaveActiveSuit)
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| | | {
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| | | return true;
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| | | }
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| | | }
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| | | }
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| | |
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| | | return false;
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| | | }
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| | |
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| | | public void StopPlaySuitEffect(UIEffect effect,bool isSave = false)
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| | | {
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| | | if (isSave)
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| | | {
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| | | if (effect.IsPlaying)
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveSuit(out suitTypes, out suitLvs);
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| | | SetLockLocalSaveActiveSuit(suitTypes, suitLvs);
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| | | }
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| | | }
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| | |
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| | | if (effect.IsPlaying)
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| | | {
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| | | effect.Stop();
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| | | }
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| | | }
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| | |
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| | | public bool IsPlayStoneSuitEffect()
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveStoneSuit(out suitTypes, out suitLvs);
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| | | if (isActiveSuit)
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| | | {
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| | | for (int i = 0; i < suitTypes.Count; i++)
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| | | {
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| | | int suitType = suitTypes[i];
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| | | int suitLv = suitLvs[i];
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| | | bool isLocalSaveActiveSuit = IsLocalSaveActiveStoneSuit(suitType, suitLv);
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| | | if (!isLocalSaveActiveSuit)
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| | | {
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| | | return true;
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| | | }
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| | | }
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| | | }
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| | | return false;
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| | | }
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| | |
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| | | public void StopPlayStoneSuitEffect(UIEffect effect, bool isSave = false)
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| | | {
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| | | if (isSave)
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| | | {
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| | | if (effect.IsPlaying)
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveStoneSuit(out suitTypes, out suitLvs);
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| | | SetLockLocalSaveActiveStoneSuit(suitTypes, suitLvs);
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| | | }
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| | | }
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| | |
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| | | if (effect.IsPlaying)
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| | | {
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| | | effect.Stop();
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| | | }
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| | | }
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| | | #endregion
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| | |
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| | |
| | |
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| | | return activeSuit != null || nextSuit != null;
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| | | }
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| | |
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| | | public bool IsPlayStoneSuitEffect()
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveStoneSuit(out suitTypes, out suitLvs);
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| | | if (isActiveSuit)
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| | | {
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| | | for (int i = 0; i < suitTypes.Count; i++)
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| | | {
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| | | int suitType = suitTypes[i];
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| | | int suitLv = suitLvs[i];
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| | | bool isLocalSaveActiveSuit = IsLocalSaveActiveStoneSuit(suitType, suitLv);
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| | | if (!isLocalSaveActiveSuit)
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| | | {
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| | | return true;
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| | | }
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| | | }
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| | | }
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| | | return false;
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| | | }
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| | |
|
| | | public void StopPlayStoneSuitEffect(UIEffect effect,bool isSave = false)
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| | | {
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| | | if (isSave)
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| | | {
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| | | if (effect.IsPlaying)
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| | | {
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| | | List<int> suitTypes = null;
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| | | List<int> suitLvs = null;
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| | | bool isActiveSuit = TryGetIsActiveStoneSuit(out suitTypes, out suitLvs);
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| | | SetLockLocalSaveActiveStoneSuit(suitTypes, suitLvs);
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| | | }
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| | | }
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| | |
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| | | if (effect.IsPlaying)
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| | | {
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| | | effect.Stop();
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| | | }
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| | | }
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| | |
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| | | }
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| | | }
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