// Token: 0x060031A9 RID: 12713 RVA: 0x000BEB4C File Offset: 0x000BCD4C public override void PopulateInfoWindow(global::ItemToolTip infoWindow, global::IInventoryItem tipItem) { infoWindow.AddItemTitle(this, tipItem, 0f); infoWindow.AddConditionInfo(tipItem); infoWindow.AddSectionTitle("Protection", 0f); for (int i = 0; i < 6; i++) { if (this.armorValues[i] != 0f) { float contentHeight = infoWindow.GetContentHeight(); GameObject gameObject = infoWindow.AddBasicLabel(global::TakeDamage.DamageIndexToString((global::DamageTypeIndex)i), 0f); GameObject gameObject2 = infoWindow.AddBasicLabel("+" + ((int)this.armorValues[i]).ToString("N0"), 0f); gameObject2.transform.SetLocalPositionX(145f); gameObject2.GetComponentInChildren <global::UILabel>().color = Color.green; gameObject.transform.SetLocalPositionY(-(contentHeight + 10f)); gameObject2.transform.SetLocalPositionY(-(contentHeight + 10f)); } } infoWindow.AddSectionTitle("Equipment Slot", 20f); string text = "Head, Chest, Legs, Feet"; if ((this._itemFlags & global::Inventory.SlotFlags.Head) == global::Inventory.SlotFlags.Head) { text = "Head"; } else if ((this._itemFlags & global::Inventory.SlotFlags.Chest) == global::Inventory.SlotFlags.Chest) { text = "Chest"; } infoWindow.AddBasicLabel(text, 10f); infoWindow.AddItemDescription(this, 15f); infoWindow.FinishPopulating(); }
// Token: 0x060034D1 RID: 13521 RVA: 0x000C358C File Offset: 0x000C178C public virtual void PopulateInfoWindow(global::ItemToolTip infoWindow, global::IInventoryItem item) { infoWindow.AddItemTitle(this, item, 0f); infoWindow.AddConditionInfo(item); infoWindow.AddItemDescription(this, 15f); infoWindow.FinishPopulating(); }
// Token: 0x06003328 RID: 13096 RVA: 0x000C1250 File Offset: 0x000BF450 public override void PopulateInfoWindow(global::ItemToolTip infoWindow, global::IInventoryItem tipItem) { infoWindow.AddItemTitle(this, tipItem, 0f); infoWindow.AddConditionInfo(tipItem); infoWindow.AddSectionTitle("Weapon Stats", 20f); float currentAmount = this.recoilPitchMax + this.recoilYawMax; float maxAmount = 60f; float currentAmount2 = 1f / this.fireRate; if (this.isSemiAuto) { infoWindow.AddBasicLabel("Semi Automatic Weapon", 15f); } else { infoWindow.AddProgressStat("Fire Rate", currentAmount2, 12f, 15f); } infoWindow.AddProgressStat("Damage", this.GetGUIDamage(), 100f, 15f); infoWindow.AddProgressStat("Recoil", currentAmount, maxAmount, 15f); infoWindow.AddProgressStat("Range", this.GetBulletRange(null), 200f, 15f); infoWindow.AddItemDescription(this, 15f); infoWindow.FinishPopulating(); }