private void FeelingCheck <T>(SurvivalBookStats.DisplayElement elem, T value) { if (elem._feelingCheck) { float num = 3.40282347E+38f; float num2 = Convert.ToSingle(value); switch (elem._feelingCalculationMethod) { case SurvivalBookStats.DisplayElement.FeelingCalculationMethods.One: num = num2; break; case SurvivalBookStats.DisplayElement.FeelingCalculationMethods.Inverse: num = 1f - num2; break; case SurvivalBookStats.DisplayElement.FeelingCalculationMethods.Over100: num = num2 / 100f; break; case SurvivalBookStats.DisplayElement.FeelingCalculationMethods.Over100Inverse: num = 1f - num2 / 100f; break; } if (num < 0.5f && num < this._currentFeelingAlpha) { this._currentFeelingAlpha = num; this._currentFeeling = elem; } } }
private void UpdateDisplay(SurvivalBookStats.DisplayElement elem, string value) { if (elem.StrVal != value) { elem.StrVal = value; if (elem._textMesh) { elem._textMesh.text = string.Format(elem.Format, elem.StrVal); } } }
private void UpdateDisplay(SurvivalBookStats.DisplayElement elem, bool value) { if (elem._textMesh && elem._textMesh.gameObject.activeSelf != value) { elem._textMesh.gameObject.SetActive(value); } if (elem._go && elem._go.activeSelf != value) { elem._go.SetActive(value); } }
private void UpdateDisplay(SurvivalBookStats.DisplayElement elem, int value) { if (elem.IntVal != value) { elem.IntVal = value; if (elem._textMesh) { elem._textMesh.text = string.Format(elem.Format, elem.IntVal); } } this.FeelingCheck <int>(elem, value); }
private void FeelingCheck <T>(SurvivalBookStats.DisplayElement elem, T value) { if (elem._feelingCheck) { float fValue = Convert.ToSingle(value); float modifiedFloat = this.GetModifiedFloat(elem._feelingCalculationMethod, fValue); if (modifiedFloat < 0.5f && modifiedFloat < this._currentFeelingAlpha) { this._currentFeelingAlpha = modifiedFloat; this._currentFeeling = elem; } } }
private void UpdateDisplay(SurvivalBookStats.DisplayElement elem, float value, float value2) { if (elem.FloatVal != value || elem.FloatVal2 != value2) { elem.FloatVal = value; elem.FloatVal2 = value2; if (elem._textMesh) { elem._textMesh.text = string.Format(elem.Format, elem.FloatVal, elem.FloatVal2); } } this.FeelingCheck <float>(elem, value); }
private void UpdateDisplay(SurvivalBookStats.DisplayElement elem, float value) { if (elem.FloatVal != value) { elem.FloatVal = value; if (elem._textMesh) { if (elem._clampValue) { value = Mathf.Clamp01(elem.FloatVal); } elem._textMesh.text = string.Format(elem.Format, this.GetModifiedFloat(elem._percentCalculationMethod, value)); if (elem._progressBar) { elem._progressBar.localScale = new Vector3(this.GetModifiedFloat(elem._progressBarCalculationMethod, value), 1f, 1f); } if (elem._tilingRenderer) { elem._tilingRenderer.material.SetVector("_MainTex_ST", new Vector4(this.GetModifiedFloat(elem._progressBarCalculationMethod, value), 1f, 1f, 1f)); } } } this.FeelingCheck <float>(elem, value); }