private void UpdateGauge(TargetPlate.GaugeParam param, GradientGauge gauge) { if (param == null || param.Colors == null || UnityEngine.Object.op_Equality((UnityEngine.Object)gauge, (UnityEngine.Object)null)) { return; } gauge.UpdateColors(param.Colors); gauge.AnimateRangedValue(param.Current, param.Max, 0.0f); }
private void SetGaugeParamInternal(ref TargetPlate.GaugeParam Gauge, TargetPlate.EGaugeType Type, int CurrentValue, int MaxValue, int PlusValue) { GameSettings instance = GameSettings.Instance; Color32 color32_1 = (Color32)null; Color32 color32_2 = (Color32)null; Color32 color32_3 = (Color32)null; switch (Type) { case TargetPlate.EGaugeType.PLAYER_HP: color32_1 = instance.Gauge_PlayerHP_Base; color32_2 = instance.Gauge_PlayerHP_Damage; color32_3 = instance.Gauge_PlayerHP_Heal; break; case TargetPlate.EGaugeType.ENEMY_HP: color32_1 = instance.Gauge_EnemyHP_Base; color32_2 = instance.Gauge_EnemyHP_Damage; color32_3 = instance.Gauge_EnemyHP_Heal; break; } if (0 > PlusValue) { Color32[] color32Array = new Color32[2] { color32_1, null }; color32Array[0].a = (__Null)(int)(byte)((double)Mathf.Clamp01((float)(CurrentValue + PlusValue) / (float)CurrentValue) * (double)byte.MaxValue); color32Array[1] = color32_2; color32Array[1].a = (__Null)(int)(byte)((int)byte.MaxValue - color32Array[0].a); Gauge.Colors = color32Array; Gauge.Current = CurrentValue; Gauge.Max = MaxValue; } else if (0 < PlusValue) { Color32[] color32Array = new Color32[2] { color32_1, null }; float num = Mathf.Min((float)CurrentValue + (float)PlusValue, (float)MaxValue); color32Array[0].a = (__Null)(int)(byte)((double)Mathf.Clamp01((float)CurrentValue / num) * (double)byte.MaxValue); color32Array[1] = color32_3; color32Array[1].a = (__Null)(int)(byte)((int)byte.MaxValue - color32Array[0].a); Gauge.Colors = color32Array; Gauge.Current = (int)num; Gauge.Max = MaxValue; } else { Color32[] color32Array = new Color32[1] { color32_1 }; Gauge.Colors = color32Array; Gauge.Current = CurrentValue; Gauge.Max = MaxValue; } }
private void UpdateGauge(TargetPlate.GaugeParam param, GradientGauge gauge, GradientGauge max_gauge = null) { if (param == null || param.Colors == null || UnityEngine.Object.op_Equality((UnityEngine.Object)gauge, (UnityEngine.Object)null)) { return; } gauge.UpdateColors(param.Colors); gauge.AnimateRangedValue(param.Current, param.Max, 0.0f); if (!UnityEngine.Object.op_Implicit((UnityEngine.Object)max_gauge)) { return; } max_gauge.UpdateValue(param.MaxValue); gauge.UpdateValue(Mathf.Clamp01(gauge.Value * max_gauge.Value)); }