Ejemplo n.º 1
0
 private void FillBestiarySpaceWithEntries()
 {
     if (_entryGrid != null && _entryGrid.Parent != null)
     {
         DeselectEntryButton();
         _progressReport = GetUnlockProgress();
         _entryGrid.FillBestiarySpaceWithEntries();
     }
 }
Ejemplo n.º 2
0
 private void FillBestiarySpaceWithEntries()
 {
     if (this._entryGrid == null || this._entryGrid.Parent == null)
     {
         return;
     }
     this.DeselectEntryButton();
     this._progressReport = this.GetUnlockProgress();
     this._entryGrid.FillBestiarySpaceWithEntries();
 }
Ejemplo n.º 3
0
 private void UpdateBestiaryContents()
 {
     this._filteringGrid.UpdateAvailability();
     this._sortingText.SetText(this._sorter.GetDisplayName());
     this._filteringText.SetText(this._filterer.GetDisplayName());
     this.FilterEntries();
     this.SortEntries();
     this.FillBestiarySpaceWithEntries();
     this._progressReport = this.GetUnlockProgress();
     this._progressPercentText.SetText(this.GetCompletionPercentText());
     this._unlocksProgressBar.FillPercent = this.GetProgressPercent();
 }
Ejemplo n.º 4
0
        public static void WoodDiscount(Chest shop)
        {
            BestiaryUnlockProgressReport bestiaryProgressReport = Main.GetBestiaryProgressReport();
            float discount = 1f - (bestiaryProgressReport.CompletionPercent / 2f); //50% discount at 100% bestiary

            for (int i = 0; i < 40; i++)
            {
                int?originalPrice = shop.item[i].shopCustomPrice == null ? shop.item[i].value : shop.item[i].shopCustomPrice;

                shop.item[i].shopCustomPrice = (int)((float)originalPrice * discount);
            }
        }
Ejemplo n.º 5
0
        public BestiaryUnlockProgressReport GetUnlockProgress()
        {
            float num  = 0f;
            int   num2 = 0;
            List <BestiaryEntry> originalEntriesList = _originalEntriesList;

            for (int i = 0; i < originalEntriesList.Count; i++)
            {
                int num3 = ((originalEntriesList[i].UIInfoProvider.GetEntryUICollectionInfo().UnlockState > BestiaryEntryUnlockState.NotKnownAtAll_0) ? 1 : 0);
                num2++;
                num += (float)num3;
            }
            BestiaryUnlockProgressReport result = default(BestiaryUnlockProgressReport);

            result.EntriesTotal          = num2;
            result.CompletionAmountTotal = num;
            return(result);
        }