// Token: 0x0600DCDA RID: 56538 RVA: 0x003BCC0C File Offset: 0x003BAE0C
        public void InitSoldierItem(ConfigDataSoldierInfo soldierInfo)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitSoldierItemConfigDataSoldierInfo_hotfix != null)
            {
                this.m_InitSoldierItemConfigDataSoldierInfo_hotfix.call(new object[]
                {
                    this,
                    soldierInfo
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            this.SoldierInfo            = soldierInfo;
            this.m_soldierNameText.text = soldierInfo.Name;
            float   scale  = (float)soldierInfo.UI_ModelScale * 0.01f;
            Vector2 offset = new Vector2((float)soldierInfo.UI_ModelOffsetX, (float)soldierInfo.UI_ModelOffsetY);

            HeroDetailUIController.CreateSpineGraphic(ref this.m_graphic, soldierInfo.Model, this.m_soldierGraphic, 1, offset, scale, soldierInfo.ReplaceAnims);
            ProjectLPlayerContext projectLPlayerContext = GameManager.Instance.PlayerContext as ProjectLPlayerContext;
            bool flag = projectLPlayerContext.IsExistSoliderId(soldierInfo.ID);

            this.m_lockObj.SetActive(!flag);
            if (!flag)
            {
                this.m_graphic.SetColor(UIUtility.MyGrayColor);
            }
        }
Example #2
0
        // Token: 0x060136A3 RID: 79523 RVA: 0x004F2ECC File Offset: 0x004F10CC
        protected void SetSpineAnim(string modelPath, ref UISpineGraphic graphic, GameObject go, ConfigDataSoldierInfo soldierInfo)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_SetSpineAnimStringUISpineGraphic_GameObjectConfigDataSoldierInfo_hotfix != null)
            {
                LuaDelegation.Lua_BlackJack_ProjectL_UI_StoreSoldierSkinDetailUIController_SetSpineAnim_String_UISpineGraphic_GameObject_ConfigDataSoldierInfo(this, this.m_SetSpineAnimStringUISpineGraphic_GameObjectConfigDataSoldierInfo_hotfix, modelPath, ref graphic, go, soldierInfo);
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            float   scale  = (float)soldierInfo.UI_ModelScale * 0.011f;
            Vector2 offset = new Vector2((float)soldierInfo.UI_ModelOffsetX + (float)Math.Abs(soldierInfo.UI_ModelOffsetX) * 0.2f, (float)soldierInfo.UI_ModelOffsetY + (float)Math.Abs(soldierInfo.UI_ModelOffsetY) * 1.1f);

            HeroDetailUIController.CreateSpineGraphic(ref graphic, modelPath, go, 1, offset, scale, soldierInfo.ReplaceAnims);
        }
Example #3
0
        // Token: 0x06013736 RID: 79670 RVA: 0x004F4DFC File Offset: 0x004F2FFC
        protected void SetSoldierSpineAnim(ConfigDataSoldierSkinInfo soldierSkinInfo)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_SetSoldierSpineAnimConfigDataSoldierSkinInfo_hotfix != null)
            {
                this.m_SetSoldierSpineAnimConfigDataSoldierSkinInfo_hotfix.call(new object[]
                {
                    this,
                    soldierSkinInfo
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            ConfigDataModelSkinResourceInfo configDataModelSkinResourceInfo = this.m_configDataLoader.GetConfigDataModelSkinResourceInfo(soldierSkinInfo.ShowInListSkinResInfo[0].SkinResourceId);
            ConfigDataSoldierInfo           configDataSoldierInfo           = this.m_configDataLoader.GetConfigDataSoldierInfo(soldierSkinInfo.ShowInListSkinResInfo[0].SoldierId);
            string  model  = configDataModelSkinResourceInfo.Model;
            float   scale  = (float)configDataSoldierInfo.UI_ModelScale * 0.012f;
            Vector2 offset = new Vector2((float)configDataSoldierInfo.UI_ModelOffsetX + (float)Math.Abs(configDataSoldierInfo.UI_ModelOffsetX) * 0.2f, (float)configDataSoldierInfo.UI_ModelOffsetY + (float)Math.Abs(configDataSoldierInfo.UI_ModelOffsetY) * 0.4f);

            HeroDetailUIController.CreateSpineGraphic(ref this.m_soldierGraphic, model, this.m_spineAnimObj, 1, offset, scale, configDataSoldierInfo.ReplaceAnims);
        }
        // Token: 0x0600E156 RID: 57686 RVA: 0x003CAE98 File Offset: 0x003C9098
        private void SetSoldierSpine()
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_SetSoldierSpine_hotfix != null)
            {
                this.m_SetSoldierSpine_hotfix.call(new object[]
                {
                    this
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            int  heroId = this.m_heroAssistantsTask.AssignedHeroIds[0];
            Hero hero   = this.m_playerContext.GetHero(heroId);
            ConfigDataJobConnectionInfo jobConnectionInfo = hero.GetActiveJob().JobConnectionInfo;
            string             model        = jobConnectionInfo.Model;
            float              scale        = (float)jobConnectionInfo.UI_ModelScale * 0.008f;
            Vector2            offset       = new Vector2((float)jobConnectionInfo.UI_ModelOffsetX, (float)jobConnectionInfo.UI_ModelOffsetY) * 1.4f;
            List <ReplaceAnim> replaceAnims = jobConnectionInfo.ReplaceAnims;

            HeroDetailUIController.CreateSpineGraphic(ref this.m_playerHeroGraphic, model, this.m_charGameObject, 1, offset, scale, replaceAnims);
        }
        // Token: 0x0600DE0E RID: 56846 RVA: 0x003C09A0 File Offset: 0x003BEBA0
        public void InitTrainingSkillItemInfo(TrainingTech tech)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitTrainingSkillItemInfoTrainingTech_hotfix != null)
            {
                this.m_InitTrainingSkillItemInfoTrainingTech_hotfix.call(new object[]
                {
                    this,
                    tech
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            ProjectLPlayerContext projectLPlayerContext = GameManager.Instance.PlayerContext as ProjectLPlayerContext;

            this.TrainingTech = tech;
            this.TechMaxLv    = projectLPlayerContext.GetTechMaxLevel(tech.ConfigId);
            bool flag = tech.Config.TechType == TechDisplayType.TechDisplayType_SoldierLevelUp;

            if (flag)
            {
                IConfigDataLoader     configDataLoader      = GameManager.Instance.ConfigDataLoader as IConfigDataLoader;
                ConfigDataSoldierInfo configDataSoldierInfo = configDataLoader.GetConfigDataSoldierInfo(tech.Config.SoldierIDRelated[0]);
                if (configDataSoldierInfo != null)
                {
                    this.m_soldierNameText.text = configDataSoldierInfo.Name;
                }
                float   scale  = (float)configDataSoldierInfo.UI_ModelScale * 0.012f;
                Vector2 offset = new Vector2((float)configDataSoldierInfo.UI_ModelOffsetX, (float)configDataSoldierInfo.UI_ModelOffsetY) * 1.5f;
                HeroDetailUIController.CreateSpineGraphic(ref this.m_soldierInfoGraphic, configDataSoldierInfo.Model, this.m_graphic, -1, offset, scale, configDataSoldierInfo.ReplaceAnims);
                if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
                {
                    this.m_soldierInfoGraphic.SetColor(UIUtility.MyGrayColor);
                }
                else
                {
                    this.m_soldierInfoGraphic.SetColor(Color.white);
                }
            }
            else if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
            {
                this.m_iconImageGrey.sprite = AssetUtility.Instance.GetSprite(this.TrainingTech.Config.Resource);
            }
            else
            {
                this.m_iconImage.sprite = AssetUtility.Instance.GetSprite(this.TrainingTech.Config.Resource);
            }
            if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
            {
                if (!flag)
                {
                    this.m_stateCtrl.SetToUIState("SkillLock", false, true);
                }
                else
                {
                    this.m_stateCtrl.SetToUIState("SoldierLock", false, true);
                }
                this.m_lvMaxText.SetActive(false);
            }
            else
            {
                if (!flag)
                {
                    this.m_stateCtrl.SetToUIState("SkillNormal", false, true);
                }
                else
                {
                    this.m_stateCtrl.SetToUIState("SoldierNormal", false, true);
                }
                this.m_lvValueText.text = tech.Level + "/" + this.TechMaxLv;
                this.m_lvValueText.gameObject.SetActive(tech.Level < this.TechMaxLv);
                this.m_lvMaxText.SetActive(tech.Level == this.TechMaxLv);
            }
            int num = projectLPlayerContext.CanTechLevelup(tech.ConfigId);

            this.m_redMark.SetActive(!projectLPlayerContext.IsTechLocked(tech.ConfigId) && num == 0);
        }