private void On_Burn_BoxButton(CUIEvent uievent)
        {
            this.model.curSelect_BoxIndex = BurnExpeditionUT.GetIndex(uievent.m_srcWidget.name) - 1;
            byte levelNo = this.model.Get_LevelNo(this.model.curSelect_BoxIndex);
            int  levelID = this.model.Get_LevelID(this.model.curSelect_BoxIndex);

            if (uievent.m_srcWidget.transform.FindChild("current_node").gameObject.activeSelf)
            {
                uint num3;
                uint num4;
                if (this.model.Get_Box_Info(Singleton <CRoleInfoManager> .instance.GetMasterRoleInfo().Level, this.model.curSelect_BoxIndex, out num3, out num4))
                {
                    this.view.Check_Box_Info(num3, num4);
                }
            }
            else if (this.model.Get_ChestRewardStatus(this.model.curSelect_BoxIndex) == COM_LEVEL_STATUS.COM_LEVEL_STATUS_UNLOCKED)
            {
                BurnExpeditionNetCore.Send_GET_BURNING_REWARD_REQ(levelNo, levelID);
            }
        }
Exemple #2
0
        private void On_Burn_BoxButton(CUIEvent uievent)
        {
            this.model.curSelect_BoxIndex = BurnExpeditionUT.GetIndex(uievent.m_srcWidget.name) - 1;
            byte levelNo    = this.model.Get_LevelNo(this.model.curSelect_BoxIndex);
            int  levelID    = this.model.Get_LevelID(this.model.curSelect_BoxIndex);
            bool activeSelf = uievent.m_srcWidget.transform.FindChild("current_node").gameObject.activeSelf;

            if (activeSelf)
            {
                uint goldNum;
                uint burn_num;
                bool flag = this.model.Get_Box_Info(Singleton <CRoleInfoManager> .get_instance().GetMasterRoleInfo().Level, this.model.curSelect_BoxIndex, out goldNum, out burn_num);
                if (flag)
                {
                    this.view.Check_Box_Info(goldNum, burn_num);
                }
            }
            else if (this.model.Get_ChestRewardStatus(this.model.curSelect_BoxIndex) == 1)
            {
                BurnExpeditionNetCore.Send_GET_BURNING_REWARD_REQ(levelNo, levelID);
            }
        }