Beispiel #1
0
    private void PopulateElements(object data = null)
    {
        refreshHandle.ClearScheduler();
        refreshHandle = UIScheduler.Instance.Schedule("RefreshToDoList", 0.1f, PopulateElements, null, null);
        ListPool <Chore.Precondition.Context, BuildingChoresPanel> .PooledList pooledList = ListPool <Chore.Precondition.Context, BuildingChoresPanel> .Allocate();

        ChoreConsumer.PreconditionSnapshot lastPreconditionSnapshot = choreConsumer.GetLastPreconditionSnapshot();
        if (lastPreconditionSnapshot.doFailedContextsNeedSorting)
        {
            lastPreconditionSnapshot.failedContexts.Sort();
            lastPreconditionSnapshot.doFailedContextsNeedSorting = false;
        }
        pooledList.AddRange(lastPreconditionSnapshot.failedContexts);
        pooledList.AddRange(lastPreconditionSnapshot.succeededContexts);
        Chore.Precondition.Context choreB = default(Chore.Precondition.Context);
        MinionTodoChoreEntry       minionTodoChoreEntry = null;
        int         num       = 0;
        Schedulable component = DetailsScreen.Instance.target.GetComponent <Schedulable>();
        string      arg       = string.Empty;
        Schedule    schedule  = component.GetSchedule();

        if (schedule != null)
        {
            ScheduleBlock block = schedule.GetBlock(Schedule.GetBlockIdx());
            arg = block.name;
        }
        currentScheduleBlockLabel.SetText(string.Format(UI.UISIDESCREENS.MINIONTODOSIDESCREEN.CURRENT_SCHEDULE_BLOCK, arg));
        choreTargets.Clear();
        bool flag = false;

        activeChoreEntries = 0;
        for (int num2 = pooledList.Count - 1; num2 >= 0; num2--)
        {
            Chore.Precondition.Context context = pooledList[num2];
            if (context.chore != null)
            {
                Chore.Precondition.Context context2 = pooledList[num2];
                if (!context2.chore.target.isNull)
                {
                    Chore.Precondition.Context context3 = pooledList[num2];
                    if (!((UnityEngine.Object)context3.chore.target.gameObject == (UnityEngine.Object)null) && pooledList[num2].IsPotentialSuccess())
                    {
                        Chore.Precondition.Context context4 = pooledList[num2];
                        if ((UnityEngine.Object)context4.chore.driver == (UnityEngine.Object)choreConsumer.choreDriver)
                        {
                            currentTask.Apply(pooledList[num2]);
                            minionTodoChoreEntry = currentTask;
                            choreB = pooledList[num2];
                            num    = 0;
                            flag   = true;
                        }
                        else if (!flag && activeChoreEntries != 0 && GameUtil.AreChoresUIMergeable(pooledList[num2], choreB))
                        {
                            num++;
                            minionTodoChoreEntry.SetMoreAmount(num);
                        }
                        else
                        {
                            ChoreConsumer obj = choreConsumer;
                            Chore.Precondition.Context context5            = pooledList[num2];
                            HierarchyReferences        hierarchyReferences = PriorityGroupForPriority(obj, context5.chore);
                            MinionTodoChoreEntry       choreEntry          = GetChoreEntry(hierarchyReferences.GetReference <RectTransform>("EntriesContainer"));
                            choreEntry.Apply(pooledList[num2]);
                            minionTodoChoreEntry = choreEntry;
                            choreB = pooledList[num2];
                            num    = 0;
                            flag   = false;
                        }
                    }
                }
            }
        }
        pooledList.Recycle();
        for (int num3 = choreEntries.Count - 1; num3 >= activeChoreEntries; num3--)
        {
            choreEntries[num3].gameObject.SetActive(false);
        }
        foreach (Tuple <PriorityScreen.PriorityClass, int, HierarchyReferences> priorityGroup in priorityGroups)
        {
            RectTransform reference = priorityGroup.third.GetReference <RectTransform>("EntriesContainer");
            priorityGroup.third.gameObject.SetActive(reference.childCount > 0);
        }
    }