Ejemplo n.º 1
0
        private static BattleSuspend.Data makeSaveData()
        {
            SceneBattle instance = SceneBattle.Instance;

            if (!UnityEngine.Object.op_Implicit((UnityEngine.Object)instance))
            {
                return((BattleSuspend.Data)null);
            }
            BattleCore battle = instance.Battle;

            if (battle == null)
            {
                return((BattleSuspend.Data)null);
            }
            BattleSuspend.Data        data = new BattleSuspend.Data();
            BattleSuspend.Data.Header hdr  = data.hdr;
            hdr.apv = Application.get_version();
            hdr.arv = AssetManager.AssetRevision;
            hdr.qid = battle.QuestID;
            hdr.bid = battle.BtlID;
            hdr.cat = GameUtility.Config_AutoMode_Treasure.Value;
            hdr.cad = GameUtility.Config_AutoMode_DisableSkill.Value;
            data.uil.Clear();
            using (List <Unit> .Enumerator enumerator1 = battle.AllUnits.GetEnumerator())
            {
                while (enumerator1.MoveNext())
                {
                    Unit current1 = enumerator1.Current;
                    if (current1 != null)
                    {
                        BattleSuspend.Data.UnitInfo unitInfo = new BattleSuspend.Data.UnitInfo();
                        unitInfo.nam = current1.UnitName;
                        unitInfo.nhp = (int)current1.CurrentStatus.param.hp;
                        unitInfo.gem = current1.Gems;
                        unitInfo.ugx = current1.x;
                        unitInfo.ugy = current1.y;
                        unitInfo.dir = (int)current1.Direction;
                        unitInfo.ufg = current1.UnitFlag;
                        unitInfo.isb = current1.IsSub;
                        unitInfo.crt = (int)current1.ChargeTime;
                        unitInfo.tgi = BattleSuspend.GetIdxFromAllUnits(battle, current1.Target);
                        unitInfo.rti = BattleSuspend.GetIdxFromAllUnits(battle, current1.RageTarget);
                        unitInfo.cti = -1;
                        if (current1.CastSkill != null)
                        {
                            unitInfo.csi = current1.CastSkill.SkillParam.iname;
                            unitInfo.ctm = (int)current1.CastTime;
                            unitInfo.cid = (int)current1.CastIndex;
                            if (current1.CastSkillGridMap != null)
                            {
                                unitInfo.cgw = current1.CastSkillGridMap.w;
                                unitInfo.cgh = current1.CastSkillGridMap.h;
                                if (current1.CastSkillGridMap.data != null)
                                {
                                    unitInfo.cgm = new int[current1.CastSkillGridMap.data.Length];
                                    for (int index = 0; index < current1.CastSkillGridMap.data.Length; ++index)
                                    {
                                        unitInfo.cgm[index] = !current1.CastSkillGridMap.data[index] ? 0 : 1;
                                    }
                                }
                            }
                            unitInfo.ctx = current1.GridTarget == null ? -1 : current1.GridTarget.x;
                            unitInfo.cty = current1.GridTarget == null ? -1 : current1.GridTarget.y;
                            unitInfo.cti = BattleSuspend.GetIdxFromAllUnits(battle, current1.UnitTarget);
                        }
                        unitInfo.dct = current1.DeathCount;
                        unitInfo.ajw = current1.AutoJewel;
                        unitInfo.wtt = current1.WaitClock;
                        unitInfo.mvt = current1.WaitMoveTurn;
                        unitInfo.acc = current1.ActionCount;
                        unitInfo.tuc = current1.TurnCount;
                        unitInfo.trc = current1.EventTrigger == null ? 0 : current1.EventTrigger.Count;
                        unitInfo.klc = current1.KillCount;
                        if (current1.EntryTriggers != null)
                        {
                            unitInfo.etr = new int[current1.EntryTriggers.Count];
                            for (int index = 0; index < current1.EntryTriggers.Count; ++index)
                            {
                                unitInfo.etr[index] = !current1.EntryTriggers[index].on ? 0 : 1;
                            }
                        }
                        unitInfo.aid = (int)current1.AIActionIndex;
                        unitInfo.atu = (int)current1.AIActionTurnCount;
                        unitInfo.apt = (int)current1.AIPatrolIndex;
                        unitInfo.boi = current1.CreateBreakObjId;
                        unitInfo.boc = current1.CreateBreakObjClock;
                        unitInfo.sul.Clear();
                        using (Dictionary <SkillData, OInt> .Enumerator enumerator2 = current1.GetSkillUseCount().GetEnumerator())
                        {
                            while (enumerator2.MoveNext())
                            {
                                KeyValuePair <SkillData, OInt> current2 = enumerator2.Current;
                                unitInfo.sul.Add(new BattleSuspend.Data.UnitInfo.SkillUse()
                                {
                                    sid = current2.Key.SkillParam.iname,
                                    ctr = (int)current2.Value
                                });
                            }
                        }
                        unitInfo.bfl.Clear();
                        using (List <BuffAttachment> .Enumerator enumerator2 = current1.BuffAttachments.GetEnumerator())
                        {
                            while (enumerator2.MoveNext())
                            {
                                BuffAttachment current2 = enumerator2.Current;
                                if ((!(bool)current2.IsPassive || current2.skill != null && !current2.skill.IsSubActuate()) && current2.CheckTiming != EffectCheckTimings.Moment)
                                {
                                    unitInfo.bfl.Add(new BattleSuspend.Data.UnitInfo.Buff()
                                    {
                                        sid = current2.skill == null ? (string)null : current2.skill.SkillParam.iname,
                                        stg = (int)current2.skilltarget,
                                        tur = (int)current2.turn,
                                        uni = BattleSuspend.GetIdxFromAllUnits(battle, current2.user),
                                        cui = BattleSuspend.GetIdxFromAllUnits(battle, current2.CheckTarget),
                                        tim = (int)current2.CheckTiming,
                                        ipa = (bool)current2.IsPassive,
                                        ucd = (int)current2.UseCondition,
                                        btp = (int)current2.BuffType,
                                        ctp = (int)current2.CalcType
                                    });
                                }
                            }
                        }
                        unitInfo.cdl.Clear();
                        using (List <CondAttachment> .Enumerator enumerator2 = current1.CondAttachments.GetEnumerator())
                        {
                            while (enumerator2.MoveNext())
                            {
                                CondAttachment current2 = enumerator2.Current;
                                if (!(bool)current2.IsPassive || current2.skill != null && !current2.skill.IsSubActuate())
                                {
                                    unitInfo.cdl.Add(new BattleSuspend.Data.UnitInfo.Cond()
                                    {
                                        sid = current2.skill == null ? (string)null : current2.skill.SkillParam.iname,
                                        tur = (int)current2.turn,
                                        uni = BattleSuspend.GetIdxFromAllUnits(battle, current2.user),
                                        cui = BattleSuspend.GetIdxFromAllUnits(battle, current2.CheckTarget),
                                        tim = (int)current2.CheckTiming,
                                        ipa = (bool)current2.IsPassive,
                                        ucd = (int)current2.UseCondition,
                                        cdt = (int)current2.CondType,
                                        cnd = (int)current2.Condition,
                                        icu = current2.IsCurse
                                    });
                                }
                            }
                        }
                        unitInfo.shl.Clear();
                        using (List <Unit.UnitShield> .Enumerator enumerator2 = current1.Shields.GetEnumerator())
                        {
                            while (enumerator2.MoveNext())
                            {
                                Unit.UnitShield current2 = enumerator2.Current;
                                unitInfo.shl.Add(new BattleSuspend.Data.UnitInfo.Shield()
                                {
                                    inm = current2.skill_param.iname,
                                    nhp = (int)current2.hp,
                                    mhp = (int)current2.hpMax,
                                    ntu = (int)current2.turn,
                                    mtu = (int)current2.turnMax,
                                    drt = (int)current2.damage_rate,
                                    dvl = (int)current2.damage_value
                                });
                            }
                        }
                        data.uil.Add(unitInfo);
                    }
                }
            }
            data.itl.Clear();
            using (Dictionary <OString, OInt> .Enumerator enumerator = battle.GetQuestRecord().used_items.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    KeyValuePair <OString, OInt> current = enumerator.Current;
                    data.itl.Add(new BattleSuspend.Data.UsedItem()
                    {
                        iti = (string)current.Key,
                        num = (int)current.Value
                    });
                }
            }
            data.trl.Clear();
            using (List <TrickData> .Enumerator enumerator = TrickData.GetEffectAll().GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    TrickData current = enumerator.Current;
                    data.trl.Add(new BattleSuspend.Data.TrickInfo()
                    {
                        tid = current.TrickParam.Iname,
                        val = (bool)current.Valid,
                        cun = BattleSuspend.GetIdxFromAllUnits(battle, current.CreateUnit),
                        rnk = (int)current.Rank,
                        rcp = (int)current.RankCap,
                        grx = (int)current.GridX,
                        gry = (int)current.GridY,
                        rac = (int)current.RestActionCount,
                        ccl = (int)current.CreateClock,
                        tag = current.Tag
                    });
                }
            }
            data.sel.Clear();
            using (Dictionary <string, BattleCore.SkillExecLog> .KeyCollection.Enumerator enumerator = battle.SkillExecLogs.Keys.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    string current = enumerator.Current;
                    data.sel.Add(new BattleSuspend.Data.SkillExecLogInfo()
                    {
                        inm  = current,
                        ucnt = battle.SkillExecLogs[current].use_count,
                        kcnt = battle.SkillExecLogs[current].kill_count
                    });
                }
            }
            BattleSuspend.Data.Variables var = data.var;
            var.wtc = battle.WinTriggerCount;
            var.ltc = battle.LoseTriggerCount;
            var.act = battle.ActionCount;
            var.kls = battle.Killstreak;
            var.mks = battle.MaxKillstreak;
            var.thl = battle.TotalHeal;
            var.tdt = battle.TotalDamagesTaken;
            var.tdm = battle.TotalDamages;
            var.nui = battle.NumUsedItems;
            var.nus = battle.NumUsedSkills;
            var.ctm = battle.ClockTime;
            var.ctt = battle.ClockTimeTotal;
            var.coc = battle.ContinueCount;
            var.fns = battle.FinisherIname;
            var.glc = instance.GoldCount;
            var.trc = instance.TreasureCount;
            var.rsd = battle.Seed;
            uint[] seed = battle.Rand.GetSeed();
            if (seed != null)
            {
                var.ris = new uint[seed.Length];
                seed.CopyTo((Array)var.ris, 0);
            }
            var.gsl.Clear();
            using (List <GimmickEvent> .Enumerator enumerator = battle.GimmickEventList.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    GimmickEvent current = enumerator.Current;
                    var.gsl.Add(new BattleSuspend.Data.Variables.GimmickEvent()
                    {
                        ctr = current.count,
                        cmp = !current.IsCompleted ? 0 : 1
                    });
                }
            }
            var.ssl.Clear();
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object)instance.EventScript, (UnityEngine.Object)null) && instance.EventScript.mSequences != null)
            {
                foreach (EventScript.ScriptSequence mSequence in instance.EventScript.mSequences)
                {
                    var.ssl.Add(new BattleSuspend.Data.Variables.ScriptEvent()
                    {
                        trg = mSequence.Triggered
                    });
                }
            }
            var.tkk     = battle.TargetKillstreak.Keys.ToArray <string>();
            var.tkv     = battle.TargetKillstreak.Values.ToArray <int>();
            var.mtk     = battle.MaxTargetKillstreak.Keys.ToArray <string>();
            var.mtv     = battle.MaxTargetKillstreak.Values.ToArray <int>();
            var.pbm     = battle.PlayByManually;
            var.uam     = battle.IsUseAutoPlayMode;
            var.wti.wid = (string)null;
            WeatherData currentWeatherData = WeatherData.CurrentWeatherData;

            if (currentWeatherData != null)
            {
                var.wti.wid = currentWeatherData.WeatherParam.Iname;
                var.wti.mun = BattleSuspend.GetIdxFromAllUnits(battle, currentWeatherData.ModifyUnit);
                var.wti.rnk = (int)currentWeatherData.Rank;
                var.wti.rcp = (int)currentWeatherData.RankCap;
                var.wti.ccl = (int)currentWeatherData.ChangeClock;
            }
            data.ivl = true;
            return(data);
        }
Ejemplo n.º 2
0
        public void Refresh(Unit unit)
        {
            if (this.mBc == null || unit == null)
            {
                return;
            }
            DataSource component1 = (DataSource)((Component)this).get_gameObject().GetComponent <DataSource>();

            if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component1))
            {
                component1.Clear();
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeaderSkill))
            {
                DataSource component2 = (DataSource)this.GoLeaderSkill.GetComponent <DataSource>();
                if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2))
                {
                    component2.Clear();
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeader2Skill))
            {
                DataSource component2 = (DataSource)this.GoLeader2Skill.GetComponent <DataSource>();
                if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2))
                {
                    component2.Clear();
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoFriendSkill))
            {
                DataSource component2 = (DataSource)this.GoFriendSkill.GetComponent <DataSource>();
                if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2))
                {
                    component2.Clear();
                }
            }
            DataSource.Bind <Unit>(((Component)this).get_gameObject(), unit);
            BaseStatus status        = unit.UnitData.Status;
            BaseStatus currentStatus = unit.CurrentStatus;
            BaseStatus maximumStatus = unit.MaximumStatus;
            SkillData  data1         = (SkillData)null;
            SkillData  data2         = (SkillData)null;
            SkillData  data3         = (SkillData)null;

            if (!this.mBc.IsMultiTower)
            {
                if (unit.Side == EUnitSide.Player)
                {
                    if (this.mBc.Leader != null)
                    {
                        data1 = this.mBc.Leader.LeaderSkill;
                    }
                    if (this.mBc.Friend != null && this.mBc.IsFriendStatus)
                    {
                        data3 = this.mBc.Friend.LeaderSkill;
                    }
                }
                if (this.mBc.IsMultiVersus && unit.Side == EUnitSide.Enemy && this.mBc.EnemyLeader != null)
                {
                    data1 = this.mBc.EnemyLeader.LeaderSkill;
                }
            }
            else
            {
                List <Unit> unitList = new List <Unit>();
                if (unit.Side == EUnitSide.Player)
                {
                    unitList = this.mBc.Player;
                }
                else if (unit.Side == EUnitSide.Enemy)
                {
                    unitList = this.mBc.Enemys;
                }
                int index1 = unitList.FindIndex((Predicate <Unit>)(data => data.OwnerPlayerIndex == 1));
                if (index1 >= 0)
                {
                    data1 = unitList[index1].LeaderSkill;
                }
                int index2 = unitList.FindIndex((Predicate <Unit>)(data => data.OwnerPlayerIndex == 2));
                if (index2 >= 0)
                {
                    data2 = unitList[index2].LeaderSkill;
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeaderSkill) && data1 != null)
            {
                DataSource.Bind <SkillData>(this.GoLeaderSkill, data1);
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeader2Skill) && data2 != null)
            {
                DataSource.Bind <SkillData>(this.GoLeader2Skill, data2);
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoFriendSkill) && data3 != null)
            {
                DataSource.Bind <SkillData>(this.GoFriendSkill, data3);
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoStatusParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.StatusBaseItem))
            {
                ((Component)this.StatusBaseItem).get_gameObject().SetActive(false);
                BattleUnitDetail.DestroyChildGameObjects(this.GoStatusParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1]
                {
                    ((Component)this.StatusBaseItem).get_gameObject()
                }));
                for (int index = 0; index < 13; ++index)
                {
                    BattleUnitDetailStatus unitDetailStatus = (BattleUnitDetailStatus)UnityEngine.Object.Instantiate <BattleUnitDetailStatus>((M0)this.StatusBaseItem);
                    if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailStatus))
                    {
                        ((Component)unitDetailStatus).get_transform().SetParent(this.GoStatusParent.get_transform());
                        ((Component)unitDetailStatus).get_transform().set_localScale(Vector3.get_one());
                        int val = 0;
                        int add = 0;
                        switch (index)
                        {
                        case 0:
                            val = (int)maximumStatus.param.hp;
                            add = (int)maximumStatus.param.hp - (int)status.param.hp;
                            break;

                        case 1:
                            val = (int)maximumStatus.param.mp;
                            add = (int)maximumStatus.param.mp - (int)status.param.mp;
                            break;

                        case 2:
                            val = (int)currentStatus.param.atk;
                            add = (int)currentStatus.param.atk - (int)status.param.atk;
                            break;

                        case 3:
                            val = (int)currentStatus.param.def;
                            add = (int)currentStatus.param.def - (int)status.param.def;
                            break;

                        case 4:
                            val = (int)currentStatus.param.mag;
                            add = (int)currentStatus.param.mag - (int)status.param.mag;
                            break;

                        case 5:
                            val = (int)currentStatus.param.mnd;
                            add = (int)currentStatus.param.mnd - (int)status.param.mnd;
                            break;

                        case 6:
                            val = (int)currentStatus.param.dex;
                            add = (int)currentStatus.param.dex - (int)status.param.dex;
                            break;

                        case 7:
                            val = (int)currentStatus.param.spd;
                            add = (int)currentStatus.param.spd - (int)status.param.spd;
                            break;

                        case 8:
                            val = (int)currentStatus.param.cri;
                            add = (int)currentStatus.param.cri - (int)status.param.cri;
                            break;

                        case 9:
                            val = (int)currentStatus.param.luk;
                            add = (int)currentStatus.param.luk - (int)status.param.luk;
                            break;

                        case 10:
                            val = unit.GetCombination();
                            add = 0;
                            break;

                        case 11:
                            val = (int)currentStatus.param.mov;
                            add = (int)currentStatus.param.mov - (int)status.param.mov;
                            break;

                        case 12:
                            val = (int)currentStatus.param.jmp;
                            add = (int)currentStatus.param.jmp - (int)status.param.jmp;
                            break;
                        }
                        unitDetailStatus.SetStatus((BattleUnitDetailStatus.eBudStat)index, val, add);
                        ((Component)unitDetailStatus).get_gameObject().SetActive(true);
                    }
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoElementParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.ElementBaseItem))
            {
                ((Component)this.ElementBaseItem).get_gameObject().SetActive(false);
                BattleUnitDetail.DestroyChildGameObjects(this.GoElementParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1]
                {
                    ((Component)this.ElementBaseItem).get_gameObject()
                }));
                int length = Enum.GetNames(typeof(EElement)).Length;
                for (int index = 1; index < length; ++index)
                {
                    BattleUnitDetailElement unitDetailElement = (BattleUnitDetailElement)UnityEngine.Object.Instantiate <BattleUnitDetailElement>((M0)this.ElementBaseItem);
                    if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailElement))
                    {
                        ((Component)unitDetailElement).get_transform().SetParent(this.GoElementParent.get_transform());
                        ((Component)unitDetailElement).get_transform().set_localScale(Vector3.get_one());
                        int per = 0;
                        switch (index)
                        {
                        case 1:
                            per = (int)currentStatus.element_resist.fire;
                            break;

                        case 2:
                            per = (int)currentStatus.element_resist.water;
                            break;

                        case 3:
                            per = (int)currentStatus.element_resist.wind;
                            break;

                        case 4:
                            per = (int)currentStatus.element_resist.thunder;
                            break;

                        case 5:
                            per = (int)currentStatus.element_resist.shine;
                            break;

                        case 6:
                            per = (int)currentStatus.element_resist.dark;
                            break;
                        }
                        BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(per, BattleUnitDetail.eFluctChk.ELEMENT);
                        unitDetailElement.SetElement((EElement)index, fluct);
                        ((Component)unitDetailElement).get_gameObject().SetActive(true);
                    }
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoTagParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.TagBaseItem) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.TagBaseWideItem))
            {
                ((Component)this.TagBaseItem).get_gameObject().SetActive(false);
                ((Component)this.TagBaseWideItem).get_gameObject().SetActive(false);
                BattleUnitDetail.DestroyChildGameObjects(this.GoTagParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[2]
                {
                    ((Component)this.TagBaseItem).get_gameObject(),
                    ((Component)this.TagBaseWideItem).get_gameObject()
                }));
                int      num  = 0;
                string[] tags = unit.GetTags();
                if (tags != null)
                {
                    foreach (string tag in tags)
                    {
                        BattleUnitDetailTag battleUnitDetailTag;
                        if (tag.Length <= 2)
                        {
                            if (num + 1 <= 8)
                            {
                                battleUnitDetailTag = (BattleUnitDetailTag)UnityEngine.Object.Instantiate <BattleUnitDetailTag>((M0)this.TagBaseItem);
                                ++num;
                            }
                            else
                            {
                                break;
                            }
                        }
                        else if (num + 2 <= 8)
                        {
                            battleUnitDetailTag = (BattleUnitDetailTag)UnityEngine.Object.Instantiate <BattleUnitDetailTag>((M0)this.TagBaseWideItem);
                            num += 2;
                        }
                        else
                        {
                            break;
                        }
                        if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailTag))
                        {
                            ((Component)battleUnitDetailTag).get_transform().SetParent(this.GoTagParent.get_transform());
                            ((Component)battleUnitDetailTag).get_transform().set_localScale(Vector3.get_one());
                            battleUnitDetailTag.SetTag(tag);
                            ((Component)battleUnitDetailTag).get_gameObject().SetActive(true);
                        }
                    }
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoAtkDetailParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.AtkDetailBaseItem))
            {
                ((Component)this.AtkDetailBaseItem).get_gameObject().SetActive(false);
                BattleUnitDetail.DestroyChildGameObjects <BattleUnitDetailAtkDetail>(this.GoAtkDetailParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1]
                {
                    ((Component)this.AtkDetailBaseItem).get_gameObject()
                }));
                int[] numArray = new int[3]
                {
                    (int)currentStatus[BattleBonus.HitRate],
                    (int)currentStatus[BattleBonus.AvoidRate],
                    (int)currentStatus[ParamTypes.Rec] - 100
                };
                for (int index = 0; index < numArray.Length; ++index)
                {
                    BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(numArray[index], BattleUnitDetail.eFluctChk.DEFAULT);
                    if (fluct != BattleUnitDetail.eBudFluct.NONE)
                    {
                        BattleUnitDetailAtkDetail unitDetailAtkDetail = (BattleUnitDetailAtkDetail)UnityEngine.Object.Instantiate <BattleUnitDetailAtkDetail>((M0)this.AtkDetailBaseItem);
                        if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailAtkDetail))
                        {
                            ((Component)unitDetailAtkDetail).get_transform().SetParent(this.GoAtkDetailParent.get_transform());
                            ((Component)unitDetailAtkDetail).get_transform().set_localScale(Vector3.get_one());
                            unitDetailAtkDetail.SetAll((BattleUnitDetailAtkDetail.eAllType)(7 + index), fluct);
                            ((Component)unitDetailAtkDetail).get_gameObject().SetActive(true);
                        }
                    }
                }
                int length = Enum.GetNames(typeof(AttackDetailTypes)).Length;
                for (int index1 = 0; index1 < 3; ++index1)
                {
                    BattleUnitDetailAtkDetail.eType type = (BattleUnitDetailAtkDetail.eType)index1;
                    for (int index2 = 1; index2 < length; ++index2)
                    {
                        int per = 0;
                        switch (index2)
                        {
                        case 1:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.SlashAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Slash];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Slash];
                                break;
                            }

                        case 2:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.PierceAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Pierce];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Pierce];
                                break;
                            }

                        case 3:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.BlowAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Blow];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Blow];
                                break;
                            }

                        case 4:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.ShotAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Shot];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Shot];
                                break;
                            }

                        case 5:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.MagicAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Magic];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Magic];
                                break;
                            }

                        case 6:
                            switch (type)
                            {
                            case BattleUnitDetailAtkDetail.eType.ASSIST:
                                per = (int)currentStatus[BattleBonus.JumpAttack];
                                break;

                            case BattleUnitDetailAtkDetail.eType.RESIST:
                                per = (int)currentStatus[BattleBonus.Resist_Jump];
                                break;

                            case BattleUnitDetailAtkDetail.eType.AVOID:
                                per = (int)currentStatus[BattleBonus.Avoid_Jump];
                                break;
                            }
                        }
                        BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(per, BattleUnitDetail.eFluctChk.ATK_DETAIL);
                        if (fluct != BattleUnitDetail.eBudFluct.NONE)
                        {
                            BattleUnitDetailAtkDetail unitDetailAtkDetail = (BattleUnitDetailAtkDetail)UnityEngine.Object.Instantiate <BattleUnitDetailAtkDetail>((M0)this.AtkDetailBaseItem);
                            if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailAtkDetail))
                            {
                                ((Component)unitDetailAtkDetail).get_transform().SetParent(this.GoAtkDetailParent.get_transform());
                                ((Component)unitDetailAtkDetail).get_transform().set_localScale(Vector3.get_one());
                                unitDetailAtkDetail.SetAtkDetail((AttackDetailTypes)index2, type, fluct);
                                ((Component)unitDetailAtkDetail).get_gameObject().SetActive(true);
                            }
                        }
                    }
                }
            }
            if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoCondParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.CondBaseItem))
            {
                ((Component)this.CondBaseItem).get_gameObject().SetActive(false);
                BattleUnitDetail.DestroyChildGameObjects <BattleUnitDetailCond>(this.GoCondParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1]
                {
                    ((Component)this.CondBaseItem).get_gameObject()
                }));
                using (List <Unit.UnitShield> .Enumerator enumerator = unit.Shields.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        Unit.UnitShield      current = enumerator.Current;
                        BattleUnitDetailCond battleUnitDetailCond = (BattleUnitDetailCond)UnityEngine.Object.Instantiate <BattleUnitDetailCond>((M0)this.CondBaseItem);
                        if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailCond))
                        {
                            ((Component)battleUnitDetailCond).get_transform().SetParent(this.GoCondParent.get_transform());
                            ((Component)battleUnitDetailCond).get_transform().set_localScale(Vector3.get_one());
                            battleUnitDetailCond.SetCondShield(current.shieldType, (int)current.hp);
                            ((Component)battleUnitDetailCond).get_gameObject().SetActive(true);
                        }
                    }
                }
                EUnitCondition[] values = (EUnitCondition[])Enum.GetValues(typeof(EUnitCondition));
                for (int index = 0; index < values.Length; ++index)
                {
                    if (unit.IsUnitCondition(values[index]))
                    {
                        BattleUnitDetailCond battleUnitDetailCond = (BattleUnitDetailCond)UnityEngine.Object.Instantiate <BattleUnitDetailCond>((M0)this.CondBaseItem);
                        if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailCond))
                        {
                            ((Component)battleUnitDetailCond).get_transform().SetParent(this.GoCondParent.get_transform());
                            ((Component)battleUnitDetailCond).get_transform().set_localScale(Vector3.get_one());
                            battleUnitDetailCond.SetCond(values[index]);
                            ((Component)battleUnitDetailCond).get_gameObject().SetActive(true);
                        }
                    }
                }
            }
            GameParameter.UpdateAll(((Component)this).get_gameObject());
            GlobalEvent.Invoke("BATTLE_UNIT_DETAIL_REFRESH", (object)this);
        }