using Gs2.Unity.Util; using System; using System.Threading.Tasks; using UnityEngine; using GS2Studio.Generated.Quest; using GS2Studio.Generated.Progress; using GS2Studio.Generated.Wallet; using GS2Studio.Generated.Energy; public sealed class AdventureStudioView : MonoBehaviour { [SerializeField] private QuestListHandler quests; private bool busy; private string purchaseId; private bool unresolved; private string message = ""; [SerializeField] private ProgressHandler progress; [SerializeField] private WalletHandler wallet; [SerializeField] private EnergyHandler energy; private void OnEnable() { if (quests != null) quests.Failed += ShowLoadError; if (progress != null) progress.Failed += ShowLoadError; if (wallet != null) wallet.Failed += ShowLoadError; if (energy != null) energy.Failed += ShowLoadError; } private void OnDisable() { if (quests != null) quests.Failed -= ShowLoadError; if (progress != null) progress.Failed -= ShowLoadError; if (wallet != null) wallet.Failed -= ShowLoadError; if (energy != null) energy.Failed -= ShowLoadError; } private void ShowLoadError(Exception error) { message = "読み込めませんでした: " + error.GetType().Name; } private void OnGUI() { var sessionHolder = Gs2GameSessionHolder.Instance; if (quests == null || sessionHolder == null || !sessionHolder.Initialized) { return; } GUILayout.BeginArea(new Rect(20, 100, 650, 650), GUI.skin.box); GUILayout.Label(message); if (quests.IsLoaded) { DrawQuestButtons(); DrawPlayerStatus(); DrawShop(); } else { GUILayout.Label("冒険を読み込み中です"); } GUI.enabled = true; GUILayout.EndArea(); } private void DrawQuestButtons() { var canOperate = !busy && !unresolved && progress.HasValue; GUI.enabled = canOperate && !progress.Model.InProgress; foreach (var quest in quests.Binders) { GUILayout.Label(quest.DisplayName); if (GUILayout.Button("開始: " + quest.DisplayName)) { Run(() => quest.Start()); } } GUI.enabled = canOperate && progress.Model.InProgress; if (GUILayout.Button("クリア")) { Run(() => progress.Binder.Complete()); } GUI.enabled = true; } private void DrawPlayerStatus() { GUILayout.Label(wallet.HasValue ? "コイン: " + wallet.Model.Free : "コインを読み込み中です"); if (!progress.HasValue) { GUILayout.Label("進行を読み込み中です"); } else { GUILayout.Label(progress.Model.InProgress ? "冒険中です" : "冒険を選んでください"); } GUILayout.Label(energy.HasValue ? "スタミナ: " + energy.Model.CurrentValue : "スタミナを読み込み中です"); } private void DrawShop() { GUI.enabled = !busy && (!unresolved || purchaseId != null); if (GUILayout.Button(purchaseId == null ? "20 コインでスタミナを 10 回復" : "同じ購入を再試行")) { Run(Buy, retryPurchase: purchaseId != null); } GUI.enabled = true; } private async void Run(Func operation, bool retryPurchase = false) { if (busy || (unresolved && !retryPurchase)) return; busy = true; unresolved = true; message = "処理中です"; try { await operation(); unresolved = false; message = "操作が完了しました"; } catch (Gs2.Core.Exception.BadRequestException error) when ( error.Errors?.Length == 1 && error.Errors[0].Message == "quest.questModel.schedule.error.notInSchedule") { unresolved = false; message = "開催期間外です"; } catch (Exception error) { if (error is Gs2.Gs2Stamina.Exception.InsufficientException || error is Gs2.Gs2Money2.Exception.InsufficientException) { unresolved = false; purchaseId = null; message = error is Gs2.Gs2Stamina.Exception.InsufficientException ? "スタミナが足りません。回復してからもう一度試してください" : "コインが足りません。冒険で集めてからもう一度試してください"; } else message = purchaseId != null ? "通信を確認して、同じ購入を再試行してください: " + error.GetType().Name : "結果を確認できません。新しい操作は停止しています: " + error.GetType().Name; } finally { busy = false; } } private async Task Buy() { purchaseId ??= Guid.NewGuid().ToString(); var request = Gs2ClientHolder.Instance.Gs2.Exchange.Namespace("EnergyProduct") .Me(Gs2GameSessionHolder.Instance.GameSession).Exchange(); var transaction = await request.ExchangeAsync( "refill", 1, speculativeExecute: false, duplicationAvoider: purchaseId); if (transaction != null) await transaction.WaitAsync(all: true); purchaseId = null; } }