Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
485 lines
16 KiB
C#
485 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using Wizard;
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public class Mission : UIBase
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{
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public enum MissionViewTab
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{
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NormalMission,
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Achievement,
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BattlePassMission
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}
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private static readonly Vector3 POS_SOLO_PLAY_MISSION_LABEL_CHANGE_ENABLE = new Vector3(990f, -31f, 0f);
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private static readonly Vector3 POS_SOLO_PLAY_MISSION_LABEL_CHANGE_DISABLE = new Vector3(990f, -21f, 0f);
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public static readonly int PERIOD_TEXT_SIZE_BIG = 21;
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[SerializeField]
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private UIButton MissionButton;
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[SerializeField]
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private UIButton AchievementButton;
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[SerializeField]
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private UIButton BattlePassMissionButton;
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[SerializeField]
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private UIButton ReceiveButton;
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[SerializeField]
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private UILabel _labelSoloPlayMssion;
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[SerializeField]
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private UIToggle _soloPlayMissionToggleUI;
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[SerializeField]
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private UIEventListener _soloPlayMissionEventListener;
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[SerializeField]
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private UILabel _soloPlayMssionChangeWaitTime;
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public GameObject goAchievementBaseTop;
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public GameObject goAchievementWindowBase;
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private GameObject[] scrollItems;
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private MissionViewTab _currentViewTab;
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private static MissionViewTab _transitionViewTab = MissionViewTab.NormalMission;
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[SerializeField]
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private UILabel LabelMission;
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[SerializeField]
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private UILabel LabelAchievement;
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[SerializeField]
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private UILabel AchievementTopText;
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[SerializeField]
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private UILabel _labelBgCenter;
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[SerializeField]
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private GameObject _topObjMission;
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[SerializeField]
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private UILabel _labelMissionChangeText;
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[SerializeField]
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private GameObject _mailReceive;
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[SerializeField]
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private UILabel AchievementCanReceiveCount;
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[SerializeField]
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private GameObject _battlePassMontlyMissionRoot;
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[SerializeField]
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private GameObject _missionAndAchievementRoot;
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[SerializeField]
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private UILabel _battlePassMontlyMissionPeriodLabel;
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[SerializeField]
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private SimpleScrollViewUI _battlePassMontlyMissionScrollView;
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[SerializeField]
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private UIButton _btnTransitionBattlePass;
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[SerializeField]
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private UILabel _labelNoBattlePassMission;
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public ResourceHandler Handler { get; private set; }
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public override void onFirstStart()
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{
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Handler = base.gameObject.AddMissingComponent<ResourceHandler>();
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base.IsShowFooterMenu = true;
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base.onFirstStart();
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SystemText systemText = Data.SystemText;
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UIManager.GetInstance().CreateTopBar(base.gameObject, systemText.Get("Mission_0001"), UIManager.ViewScene.MyPage);
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LabelMission.text = systemText.Get("Mission_0001");
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LabelAchievement.text = systemText.Get("Mission_0002");
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MissionButton.onClick.Clear();
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MissionButton.onClick.Add(new EventDelegate(delegate
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{
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OnPushTabButton(MissionViewTab.NormalMission);
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}));
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AchievementButton.onClick.Clear();
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AchievementButton.onClick.Add(new EventDelegate(delegate
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{
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OnPushTabButton(MissionViewTab.Achievement);
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}));
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BattlePassMissionButton.onClick.Clear();
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BattlePassMissionButton.onClick.Add(new EventDelegate(delegate
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{
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OnPushTabButton(MissionViewTab.BattlePassMission);
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}));
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_btnTransitionBattlePass.onClick.Clear();
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_btnTransitionBattlePass.onClick.Add(new EventDelegate(delegate
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{
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.BattlePass);
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}));
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UIEventListener uIEventListener = UIEventListener.Get(_soloPlayMissionEventListener.gameObject);
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uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate
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{
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CreateChangeReceiveTypeConfirmDialog();
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});
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UIManager.GetInstance().SetLayerRecursive(base.transform, LayerMask.NameToLayer("MyPage"));
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}
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private void OnPushTabButton(MissionViewTab viewTab)
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{
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if (_currentViewTab != viewTab)
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{
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UpdateMissionView(viewTab);
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}
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}
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private void CreateChangeReceiveTypeConfirmDialog()
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{
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MissionInfoDetail.eMissionReceiveType receiveType;
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string text;
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if (Data.MissionInfo.data._missionReceiveType == MissionInfoDetail.eMissionReceiveType.normal)
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{
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receiveType = MissionInfoDetail.eMissionReceiveType.solo;
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text = Data.SystemText.Get("Mission_0083");
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}
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else
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{
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receiveType = MissionInfoDetail.eMissionReceiveType.normal;
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text = Data.SystemText.Get("Mission_0084");
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}
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetTitleLabel(Data.SystemText.Get("Mission_0082"));
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dialogBase.SetText(text);
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
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dialogBase.SetButtonText(Data.SystemText.Get("Mission_0085"));
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dialogBase.onPushButton1 = delegate
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{
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MissionChangeReceiveSettingTask missionChangeReceiveSettingTask = new MissionChangeReceiveSettingTask();
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missionChangeReceiveSettingTask.SetParameter(receiveType);
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StartCoroutine(Toolbox.NetworkManager.Connect(missionChangeReceiveSettingTask, delegate
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{
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UpdateMissionView(MissionViewTab.NormalMission);
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}));
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};
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}
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private void SetMissionTypeToggleBtn(MissionInfoDetail.eMissionReceiveType type)
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{
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_soloPlayMissionToggleUI.value = type == MissionInfoDetail.eMissionReceiveType.solo;
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bool flag = Data.MissionInfo.data.CanChangeReceiveType;
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TimeSpan timeSpan = default(TimeSpan);
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if (!flag)
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{
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timeSpan = TimeSpan.FromSeconds(Data.MissionInfo.data.WaitTimeCanChangeReceiveType - 0L /* headless UI stub: no mission time */);
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flag = timeSpan.TotalSeconds < -10.0;
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}
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_soloPlayMssionChangeWaitTime.gameObject.SetActive(!flag);
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UIManager.SetObjectToGrey(_soloPlayMissionEventListener.gameObject, !flag);
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_soloPlayMissionToggleUI.activeSprite.alpha = (_soloPlayMissionToggleUI.value ? 1f : 0f);
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_labelSoloPlayMssion.transform.localPosition = (flag ? POS_SOLO_PLAY_MISSION_LABEL_CHANGE_ENABLE : POS_SOLO_PLAY_MISSION_LABEL_CHANGE_DISABLE);
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if (!flag)
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{
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int num = timeSpan.Hours;
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int num2 = timeSpan.Minutes;
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if (num <= 0 && num2 <= 0)
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{
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num = 0;
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num2 = 1;
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}
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_soloPlayMssionChangeWaitTime.text = Data.SystemText.Get("Mission_0081", num.ToString("00"), num2.ToString("00"));
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}
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}
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public static void ChangeViewSceneTransitionMissionViewTab(MissionViewTab viewTab)
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{
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_transitionViewTab = viewTab;
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Mission);
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}
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protected override void onOpen()
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{
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base.onOpen();
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if (_currentViewTab != _transitionViewTab)
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{
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_currentViewTab = _transitionViewTab;
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ResetTransitionViewTab();
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}
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bool flag = Data.MaintenanceCodeList.Contains(NetworkDefine.MAINTENANCE_TYPE.BATTLE_PASS);
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UIManager.SetObjectToGrey(BattlePassMissionButton.gameObject, flag);
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if (flag && _currentViewTab == MissionViewTab.BattlePassMission)
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{
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_currentViewTab = MissionViewTab.NormalMission;
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}
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UpdateMissionView(_currentViewTab);
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UIManager.GetInstance().OnReadyViewScene(isFadein: true);
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int canReceiveAchievementRewards = GetCanReceiveAchievementRewards();
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AchievementCanReceiveCount.gameObject.SetActive(canReceiveAchievementRewards > 0);
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AchievementCanReceiveCount.text = canReceiveAchievementRewards.ToString();
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}
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private void ResetTransitionViewTab()
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{
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_transitionViewTab = MissionViewTab.NormalMission;
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}
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private void UpdateMissionView(MissionViewTab viewTab)
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{
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switch (viewTab)
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{
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case MissionViewTab.NormalMission:
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changeMission();
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break;
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case MissionViewTab.Achievement:
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changeAchievement();
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break;
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case MissionViewTab.BattlePassMission:
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ChangeBattlePassMission();
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break;
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}
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}
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public override bool IsUseCommonBackground()
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{
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return true;
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}
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public void changeMission()
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{
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setScene(MissionViewTab.NormalMission);
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ReceiveButton.gameObject.SetActive(value: false);
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_soloPlayMissionToggleUI.gameObject.SetActive(value: true);
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SetMissionTypeToggleBtn(Data.MissionInfo.data._missionReceiveType);
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bool flag = Data.MissionInfo.data._isChangeMission;
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long num = 0L /* headless UI stub: no mission time */;
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TimeSpan timeSpan = TimeSpan.FromSeconds(Data.MissionInfo.data._canChangeMissionTime - num);
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if (!flag)
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{
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flag = timeSpan.TotalSeconds < -10.0;
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}
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List<UserMission> user_mission_list = Data.MissionInfo.data.user_mission_list;
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scrollItems = new GameObject[user_mission_list.Count];
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int num2 = 0;
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foreach (UserMission item in user_mission_list)
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{
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if (item.end_time <= 0 || item.GetMissionPeriodSec(num) > 0)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(goAchievementWindowBase);
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scrollItems[num2] = gameObject;
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scrollItems[num2].transform.parent = goAchievementBaseTop.transform;
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scrollItems[num2].transform.localPosition = Vector3.zero;
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scrollItems[num2].transform.localScale = Vector3.one;
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scrollItems[num2].SetActive(value: true);
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gameObject.GetComponent<AchievementWindowBase>().SetMission(item, Handler, flag, enableSeparator: false, displayChange: true, delegate
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{
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UpdateMissionView(MissionViewTab.NormalMission);
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});
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num2++;
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}
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}
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if (flag)
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{
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_labelMissionChangeText.text = Data.SystemText.Get("Mission_0036");
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}
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else
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{
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int num3 = timeSpan.Hours;
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int num4 = timeSpan.Minutes;
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if (timeSpan.TotalHours >= 24.0)
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{
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num3 = 24;
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num4 = 0;
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}
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else if (num3 <= 0 && num4 <= 0)
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{
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num3 = 0;
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num4 = 1;
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}
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_labelMissionChangeText.text = Data.SystemText.Get("Mission_0031", num3.ToString("00"), num4.ToString("00"));
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}
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_topObjMission.gameObject.SetActive(value: true);
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DisplayScrollItems();
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_labelBgCenter.gameObject.SetActive(value: false);
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AchievementTopText.gameObject.SetActive(value: false);
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}
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public void changeAchievement()
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{
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setScene(MissionViewTab.Achievement);
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scrollItems = new GameObject[Data.MissionInfo.data.user_achievement_list.Count];
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int num = 0;
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int num2 = 0;
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foreach (UserAchievement item in Data.MissionInfo.data.user_achievement_list)
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{
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scrollItems[num] = UnityEngine.Object.Instantiate(goAchievementWindowBase);
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scrollItems[num].transform.parent = goAchievementBaseTop.transform;
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scrollItems[num].transform.localPosition = Vector3.zero;
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scrollItems[num].transform.localScale = Vector3.one;
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scrollItems[num].SetActive(value: true);
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AchievementWindowBase component = scrollItems[num].GetComponent<AchievementWindowBase>();
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component.SetAchievement(item, Handler, delegate
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{
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UpdateMissionView(MissionViewTab.Achievement);
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});
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if (item.achievement_status == 1)
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{
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num2++;
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}
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component.type = item.achievement_type;
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component.iType = num;
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component.level = item.level;
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num++;
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}
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AchievementCanReceiveCount.gameObject.SetActive(num2 > 0);
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AchievementCanReceiveCount.text = num2.ToString();
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AchievementTopText.text = Data.SystemText.Get("Mission_0021", num2.ToString());
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AchievementTopText.gameObject.SetActive(value: true);
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_topObjMission.SetActive(value: false);
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_soloPlayMissionToggleUI.gameObject.SetActive(value: false);
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ReceiveButton.gameObject.SetActive(value: true);
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UIManager.SetObjectToGrey(ReceiveButton.gameObject, num2 == 0);
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ReceiveButton.onClick.Clear();
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ReceiveButton.onClick.Add(new EventDelegate(delegate
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{
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ReceiveAllAchievementRewards();
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}));
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goAchievementWindowBase.SetActive(value: false);
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DisplayScrollItems();
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_labelBgCenter.gameObject.SetActive(value: false);
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}
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private void ChangeBattlePassMission()
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{
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setScene(MissionViewTab.BattlePassMission);
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BattlePassMonthlyMission monthlyMission = Data.MissionInfo.data.BattlePassMonthlyMissionData;
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bool flag = monthlyMission != null;
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_battlePassMontlyMissionScrollView.gameObject.SetActive(flag);
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_battlePassMontlyMissionPeriodLabel.gameObject.SetActive(flag);
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_btnTransitionBattlePass.gameObject.SetActive(flag);
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_labelNoBattlePassMission.gameObject.SetActive(!flag);
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if (flag)
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{
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_battlePassMontlyMissionScrollView.CreateScrollView(monthlyMission.MissionList.Count, delegate(int index, GameObject plate)
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{
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plate.GetComponent<AchievementWindowBase>().SetBttlePassMonthlyMission(monthlyMission.MissionList[index], Handler);
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});
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DateTime? dateTime = ConvertTime.GetDateTime(monthlyMission.EndDate);
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if (dateTime.HasValue)
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{
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string remainingTime = ConvertTime.GetRemainingTime(ConvertTime.GetTimeSpan(0L /* headless UI stub: no mission time */, dateTime.Value));
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_battlePassMontlyMissionPeriodLabel.text = remainingTime;
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_battlePassMontlyMissionPeriodLabel.fontSize = PERIOD_TEXT_SIZE_BIG;
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_battlePassMontlyMissionPeriodLabel.color = LabelDefine.TEXT_COLOR_ORANGE;
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}
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else
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{
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_battlePassMontlyMissionPeriodLabel.text = Data.SystemText.Get("BattlePass_0007", ConvertTime.GetLocalPeriod(monthlyMission.StartDate, monthlyMission.EndDate));
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}
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}
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}
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private void setScene(MissionViewTab next_scene)
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{
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if (scrollItems != null)
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{
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for (int i = 0; i < scrollItems.Length; i++)
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{
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if ((bool)scrollItems[i])
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{
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UnityEngine.Object.Destroy(scrollItems[i]);
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}
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}
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scrollItems = null;
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}
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goAchievementBaseTop.GetComponent<UITable>().repositionNow = true;
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goAchievementBaseTop.GetComponent<UIScrollView>().ResetPosition();
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UpdateTabSprite(next_scene);
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_battlePassMontlyMissionRoot.SetActive(next_scene == MissionViewTab.BattlePassMission);
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_missionAndAchievementRoot.SetActive(next_scene != MissionViewTab.BattlePassMission);
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AchievementTopText.gameObject.SetActive(next_scene == MissionViewTab.Achievement);
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_topObjMission.SetActive(next_scene == MissionViewTab.NormalMission);
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_currentViewTab = next_scene;
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}
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private void UpdateTabSprite(MissionViewTab scene)
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{
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switch (scene)
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{
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case MissionViewTab.NormalMission:
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MissionButton.normalSprite = MissionButton.pressedSprite;
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AchievementButton.normalSprite = AchievementButton.disabledSprite;
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BattlePassMissionButton.normalSprite = BattlePassMissionButton.disabledSprite;
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break;
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case MissionViewTab.Achievement:
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MissionButton.normalSprite = MissionButton.disabledSprite;
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AchievementButton.normalSprite = AchievementButton.pressedSprite;
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BattlePassMissionButton.normalSprite = BattlePassMissionButton.disabledSprite;
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break;
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case MissionViewTab.BattlePassMission:
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MissionButton.normalSprite = MissionButton.disabledSprite;
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AchievementButton.normalSprite = AchievementButton.disabledSprite;
|
|
BattlePassMissionButton.normalSprite = BattlePassMissionButton.pressedSprite;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void DisplayScrollItems()
|
|
{
|
|
goAchievementBaseTop.GetComponent<UITable>().repositionNow = true;
|
|
goAchievementBaseTop.GetComponent<UIScrollView>().ResetPosition();
|
|
}
|
|
|
|
public void ReceiveAndDisplayRewards(GameObject obj, GameObject prefab, List<ReceivedReward> rewards)
|
|
{
|
|
obj.AddMissingComponent<ReceiveReward>().ShowReadDialog(rewards, prefab, obj, Handler);
|
|
MyPageMenu.Instance.UpdateMissionCount();
|
|
}
|
|
|
|
private void ReceiveAllAchievementRewards()
|
|
{
|
|
AchievementReceiveRewardTask achievementReceiveRewardTask = new AchievementReceiveRewardTask();
|
|
achievementReceiveRewardTask.SetParameter(0, 0);
|
|
StartCoroutine(Toolbox.NetworkManager.Connect(achievementReceiveRewardTask, OnRequestAllAchievementReward, BaseTask.OnRequestFailed, BaseTask.OnFailedErrorCode));
|
|
}
|
|
|
|
private void OnRequestAllAchievementReward(NetworkTask.ResultCode error)
|
|
{
|
|
ReceiveAndDisplayRewards(base.gameObject, _mailReceive, Data.MissionInfo.data.total_reward_list);
|
|
UpdateMissionView(MissionViewTab.Achievement);
|
|
}
|
|
|
|
protected override void onClose()
|
|
{
|
|
base.onClose();
|
|
Handler.UnloadAll();
|
|
_currentViewTab = MissionViewTab.NormalMission;
|
|
ResetTransitionViewTab();
|
|
}
|
|
|
|
private int GetCanReceiveAchievementRewards()
|
|
{
|
|
int num = 0;
|
|
foreach (UserAchievement item in Data.MissionInfo.data.user_achievement_list)
|
|
{
|
|
if (item.achievement_status == 1)
|
|
{
|
|
num++;
|
|
}
|
|
}
|
|
return num;
|
|
}
|
|
}
|