Ejemplo n.º 1
0
        private GenericSlot CreateSlotObject(PartySlotData slotData, GenericSlot template, Transform parent)
        {
            GenericSlot component = (GenericSlot)((GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)((Component)template).get_gameObject())).GetComponent <GenericSlot>();

            ((Component)component).get_transform().SetParent(parent, false);
            ((Component)component).get_gameObject().SetActive(true);
            component.SetSlotData <PartySlotData>(slotData);
            return(component);
        }
Ejemplo n.º 2
0
        public void UpdateValue()
        {
            UnitData      dataOfClass1 = DataSource.FindDataOfClass <UnitData>(((Component)this).get_gameObject(), (UnitData)null);
            UnitParam     dataOfClass2 = DataSource.FindDataOfClass <UnitParam>(((Component)this).get_gameObject(), (UnitParam)null);
            PartySlotData slotData     = DataSource.FindDataOfClass <PartySlotData>(((Component)this).get_gameObject(), (PartySlotData)null);

            if (slotData == null)
            {
                return;
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Frame, (UnityEngine.Object)null))
            {
                ((Component)this.Frame).get_gameObject().SetActive(true);
                switch (slotData.Index)
                {
                case PartySlotIndex.Main1:
                    this.Frame.set_sprite(this.Frame_Leader);
                    break;

                case PartySlotIndex.Main2:
                case PartySlotIndex.Main3:
                case PartySlotIndex.Main4:
                case PartySlotIndex.Main5:
                    if (slotData.Type == PartySlotType.ForcedHero || slotData.Type == PartySlotType.Npc || slotData.Type == PartySlotType.NpcHero)
                    {
                        this.Frame.set_sprite(this.Frame_Hero);
                        break;
                    }
                    this.Frame.set_sprite(this.Frame_Main);
                    break;

                case PartySlotIndex.Sub1:
                case PartySlotIndex.Sub2:
                    this.Frame.set_sprite(this.Frame_Sub);
                    break;

                case PartySlotIndex.Support:
                    this.Frame.set_sprite(this.Frame_Support);
                    break;
                }
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Label, (UnityEngine.Object)null))
            {
                switch (slotData.Index)
                {
                case PartySlotIndex.Main1:
                    this.Label.set_sprite(this.Label_Leader);
                    ((Component)this.Label).get_gameObject().SetActive(true);
                    break;

                case PartySlotIndex.Main2:
                case PartySlotIndex.Main3:
                case PartySlotIndex.Main4:
                case PartySlotIndex.Main5:
                    if (slotData.Type == PartySlotType.ForcedHero || slotData.Type == PartySlotType.NpcHero)
                    {
                        this.Label.set_sprite(this.Label_Hero);
                        ((Component)this.Label).get_gameObject().SetActive(true);
                        break;
                    }
                    this.Label.set_sprite((Sprite)null);
                    ((Component)this.Label).get_gameObject().SetActive(false);
                    break;

                case PartySlotIndex.Sub1:
                case PartySlotIndex.Sub2:
                    this.Label.set_sprite(this.Label_Sub);
                    ((Component)this.Label).get_gameObject().SetActive(true);
                    break;

                case PartySlotIndex.Support:
                    this.Label.set_sprite(this.Label_Support);
                    ((Component)this.Label).get_gameObject().SetActive(true);
                    break;
                }
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Lock, (UnityEngine.Object)null))
            {
                if (slotData.Type == PartySlotType.Free || slotData.Type == PartySlotType.Locked)
                {
                    this.Lock.SetActive(false);
                }
                else if (slotData.Type == PartySlotType.Forced || slotData.Type == PartySlotType.ForcedHero || (slotData.Type == PartySlotType.Npc || slotData.Type == PartySlotType.NpcHero))
                {
                    this.Lock.SetActive(true);
                }
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Support_Empty, (UnityEngine.Object)null))
            {
                if (slotData.Index == PartySlotIndex.Support)
                {
                    this.Support_Empty.SetActive(dataOfClass1 == null && dataOfClass2 == null);
                }
                else
                {
                    this.Support_Empty.SetActive(false);
                }
            }
            if (slotData.Type == PartySlotType.Locked)
            {
                if (slotData.IsSettable)
                {
                    if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.OverlayImage, (UnityEngine.Object)null))
                    {
                        this.OverlayImage.SetActive(true);
                    }
                    if (!UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Disabled, (UnityEngine.Object)null))
                    {
                        return;
                    }
                    this.Disabled.SetActive(false);
                }
                else
                {
                    this.SetSlotDisabled();
                }
            }
            else if ((slotData.Type == PartySlotType.Forced || slotData.Type == PartySlotType.ForcedHero) && !MonoSingleton <GameManager> .Instance.Player.Units.Any <UnitData>((Func <UnitData, bool>)(unit => unit.UnitID == slotData.UnitName)))
            {
                this.SetSlotDisabled();
            }
            else
            {
                if (!UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Disabled, (UnityEngine.Object)null))
                {
                    return;
                }
                this.Disabled.SetActive(false);
            }
        }