public void Gather()
 {
     if (CoopWebSocketSingleton <KtbWebSocket> .IsValidConnected())
     {
         isGathered = true;
         UpdateView();
         MonoBehaviourSingleton <FieldManager> .I.SendFieldGather((int)pointData.pointID, delegate(bool b, FieldGatherRewardList list)
         {
             if (MonoBehaviourSingleton <UIDropAnnounce> .IsValid())
             {
                 int i = 0;
                 for (int count = list.fieldGather.skillItem.Count; i < count; i++)
                 {
                     QuestCompleteReward.SkillItem skillItem = list.fieldGather.skillItem[i];
                     bool is_rare = false;
                     MonoBehaviourSingleton <UIDropAnnounce> .I.Announce(UIDropAnnounce.DropAnnounceInfo.CreateSkillItemInfo((uint)skillItem.skillItemId, skillItem.num, out is_rare));
                     int se_id = 40000154;
                     SoundManager.PlayOneShotUISE(se_id);
                 }
                 int j = 0;
                 for (int count2 = list.fieldGather.equipItem.Count; j < count2; j++)
                 {
                     QuestCompleteReward.EquipItem equipItem = list.fieldGather.equipItem[j];
                     bool is_rare2 = false;
                     MonoBehaviourSingleton <UIDropAnnounce> .I.Announce(UIDropAnnounce.DropAnnounceInfo.CreateEquipItemInfo((uint)equipItem.equipItemId, equipItem.num, out is_rare2));
                     int se_id2 = 40000154;
                     SoundManager.PlayOneShotUISE(se_id2);
                 }
                 int k = 0;
                 for (int count3 = list.fieldGather.item.Count; k < count3; k++)
                 {
                     QuestCompleteReward.Item item = list.fieldGather.item[k];
                     bool is_rare3 = false;
                     MonoBehaviourSingleton <UIDropAnnounce> .I.Announce(UIDropAnnounce.DropAnnounceInfo.CreateItemInfo((uint)item.itemId, item.num, out is_rare3));
                     int se_id3 = (!is_rare3) ? 40000153 : 40000154;
                     SoundManager.PlayOneShotUISE(se_id3);
                 }
             }
         });
     }
 }
Beispiel #2
0
    public override void UpdateUI()
    {
        if (reward == null)
        {
            SetActive((Enum)UI.OBJ_FRAME, false);
        }
        else
        {
            SetFullScreenButton((Enum)UI.BTN_CENTER);
            SetActive((Enum)UI.OBJ_FRAME, true);
            SetLabelText((Enum)UI.LBL_GOLD, reward.money.ToString("N0"));
            SetLabelText((Enum)UI.LBL_CRYSTAL, reward.crystal.ToString("N0"));
            SetLabelText((Enum)UI.LBL_EXP, reward.exp.ToString("N0"));
            int          num  = (reward.crystal > 0) ? 1 : 0;
            int          num2 = reward.item.Count + reward.equipItem.Count + reward.skillItem.Count + num;
            int          num3 = num + reward.item.Count;
            int          num4 = num + reward.item.Count + reward.equipItem.Count;
            RewardData[] data = new RewardData[num2];
            int          j    = 0;
            for (int num5 = num2; j < num5; j++)
            {
                data[j] = default(RewardData);
                if (j < num)
                {
                    data[j].reward_type            = REWARD_TYPE.CRYSTAL;
                    data[j].icon_type              = ITEM_ICON_TYPE.NONE;
                    data[j].icon_id                = 1;
                    data[j].item_id                = 0u;
                    data[j].rarity                 = null;
                    data[j].element                = ELEMENT_TYPE.MAX;
                    data[j].magi_enable_equip_type = null;
                    data[j].num            = reward.crystal;
                    data[j].enemy_icon_id  = 0;
                    data[j].enemy_icon_id2 = 0;
                    data[j].getType        = GET_TYPE.PAY;
                }
                else if (j < num3)
                {
                    int index = j - num;
                    QuestCompleteReward.Item item     = reward.item[index];
                    ItemTable.ItemData       itemData = Singleton <ItemTable> .I.GetItemData((uint)item.itemId);

                    data[j].reward_type            = REWARD_TYPE.ITEM;
                    data[j].icon_type              = ItemIcon.GetItemIconType(itemData.type);
                    data[j].icon_id                = itemData.iconID;
                    data[j].item_id                = itemData.id;
                    data[j].rarity                 = itemData.rarity;
                    data[j].element                = ELEMENT_TYPE.MAX;
                    data[j].magi_enable_equip_type = null;
                    data[j].num            = item.num;
                    data[j].enemy_icon_id  = itemData.enemyIconID;
                    data[j].enemy_icon_id2 = itemData.enemyIconID2;
                    data[j].getType        = GET_TYPE.PAY;
                }
                else if (j < num4)
                {
                    int index2 = j - num3;
                    QuestCompleteReward.EquipItem equipItem     = reward.equipItem[index2];
                    EquipItemTable.EquipItemData  equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData((uint)equipItem.equipItemId);

                    data[j].reward_type            = REWARD_TYPE.EQUIP_ITEM;
                    data[j].icon_type              = ItemIcon.GetItemIconType(equipItemData.type);
                    data[j].icon_id                = equipItemData.GetIconID(MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex);
                    data[j].item_id                = equipItemData.id;
                    data[j].rarity                 = equipItemData.rarity;
                    data[j].element                = equipItemData.GetTargetElementPriorityToTable();
                    data[j].magi_enable_equip_type = null;
                    data[j].num            = ((equipItem.num != 1) ? equipItem.num : (-1));
                    data[j].enemy_icon_id  = 0;
                    data[j].enemy_icon_id2 = 0;
                    data[j].getType        = equipItemData.getType;
                }
                else
                {
                    int index3 = j - num4;
                    QuestCompleteReward.SkillItem skillItem     = reward.skillItem[index3];
                    SkillItemTable.SkillItemData  skillItemData = Singleton <SkillItemTable> .I.GetSkillItemData((uint)skillItem.skillItemId);

                    data[j].reward_type            = REWARD_TYPE.SKILL_ITEM;
                    data[j].icon_type              = ItemIcon.GetItemIconType(skillItemData.type);
                    data[j].icon_id                = skillItemData.iconID;
                    data[j].item_id                = skillItemData.id;
                    data[j].rarity                 = skillItemData.rarity;
                    data[j].element                = ELEMENT_TYPE.MAX;
                    data[j].magi_enable_equip_type = skillItemData.GetEnableEquipType();
                    data[j].num            = ((skillItem.num != 1) ? skillItem.num : (-1));
                    data[j].enemy_icon_id  = 0;
                    data[j].enemy_icon_id2 = 0;
                    data[j].getType        = GET_TYPE.PAY;
                }
            }
            SetGrid(UI.GRD_ICON, string.Empty, num2, false, delegate(int i, Transform t, bool is_recycle)
            {
                ItemIcon itemIcon = ItemIcon.Create(data[i].icon_type, data[i].icon_id, data[i].rarity, t, data[i].element, data[i].magi_enable_equip_type, data[i].num, "REWARD", i, false, -1, false, null, false, data[i].enemy_icon_id, data[i].enemy_icon_id2, false, data[i].getType);
                SetMaterialInfo(itemIcon.transform, data[i].reward_type, data[i].item_id, null);
            });
        }
    }