private void RefreshData()
        {
            JobData jobData = this.mUnit.GetJobData(this.mJobIndex);

            DataSource.Bind <UnitData>(this.Unit, this.mUnit);
            for (int index = 0; index < this.Equipments.Count; ++index)
            {
                EquipData equip = jobData.Equips[index];
                DataSource.Bind <EquipData>(((Component)this.Equipments[index]).get_gameObject(), equip);
                bool flag = equip != null && (equip.IsValid() && equip.IsEquiped());
                ((Selectable)this.Equipments[index]).set_interactable(flag);
                ((Component)this.EquipmentRawImages[index]).get_gameObject().SetActive(flag);
                this.EquipmentCursors[index].SetActive(UnityEngine.Object.op_Equality((UnityEngine.Object) this.mSelectedEquipItem, (UnityEngine.Object)((Component)this.Equipments[index]).get_gameObject()));
            }
            this.mEnhanceEquipData.equip       = (EquipData)null;
            this.mEnhanceEquipData.gainexp     = 0;
            this.mEnhanceEquipData.is_enhanced = false;
            for (int index = 0; index < this.mEnhanceParameters.Count; ++index)
            {
                this.mEnhanceParameters[index].SetActive(false);
            }
            ((Selectable)this.BtnEnhance).set_interactable(false);
            EquipData equipData = !UnityEngine.Object.op_Inequality((UnityEngine.Object) this.mSelectedEquipItem, (UnityEngine.Object)null) ? (EquipData)null : DataSource.FindDataOfClass <EquipData>(this.mSelectedEquipItem, (EquipData)null);
            int       num1      = 0;
            int       num2      = 0;

            for (int index = 0; index < this.mMaterialItems.Count; ++index)
            {
                ItemData        item             = this.mMaterialItems[index];
                EnhanceMaterial enhanceMaterial1 = this.mEnhanceMaterials.Find((Predicate <EnhanceMaterial>)(p => p.item == item));
                if (enhanceMaterial1 == null)
                {
                    EnhanceMaterial enhanceMaterial2 = new EnhanceMaterial();
                    enhanceMaterial2.item = item;
                    enhanceMaterial2.num  = 0;
                    this.mEnhanceMaterials.Add(enhanceMaterial2);
                    enhanceMaterial1 = enhanceMaterial2;
                }
                if (equipData != null)
                {
                    num1 += item.Param.enhace_cost * equipData.GetEnhanceCostScale() / 100 * enhanceMaterial1.num;
                    num2 += item.Param.enhace_point * enhanceMaterial1.num;
                }
            }
            bool flag1 = false;

            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.EquipSelectParent, (UnityEngine.Object)null))
            {
                DataSource.Bind <EnhanceEquipData>(this.EquipSelectParent, (EnhanceEquipData)null);
                this.EquipSelectParent.get_gameObject().SetActive(false);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtComment, (UnityEngine.Object)null))
            {
                ((Component)this.TxtComment).get_gameObject().SetActive(false);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.mSelectedEquipItem, (UnityEngine.Object)null))
            {
                this.mEnhanceEquipData.equip   = equipData;
                this.mEnhanceEquipData.gainexp = num2;
                if (equipData != null)
                {
                    BuffEffect buffEffect = equipData.Skill.GetBuffEffect(SkillEffectTargets.Target);
                    if (buffEffect != null && buffEffect.targets != null)
                    {
                        for (int index = 0; index < buffEffect.targets.Count; ++index)
                        {
                            if (index >= this.mEnhanceParameters.Count)
                            {
                                this.ParamUpTemplate.SetActive(true);
                                GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)this.ParamUpTemplate);
                                gameObject.get_transform().SetParent(this.ParamUpLayoutParent, false);
                                this.mEnhanceParameters.Add(gameObject);
                                this.ParamUpTemplate.SetActive(false);
                            }
                            GameObject         enhanceParameter = this.mEnhanceParameters[index];
                            EquipItemParameter data             = DataSource.FindDataOfClass <EquipItemParameter>(enhanceParameter, (EquipItemParameter)null) ?? new EquipItemParameter();
                            data.equip       = equipData;
                            data.param_index = index;
                            DataSource.Bind <EquipItemParameter>(enhanceParameter, data);
                            enhanceParameter.SetActive(true);
                        }
                    }
                    flag1 = true;
                    if (equipData.Rank == equipData.GetRankCap())
                    {
                        if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtComment, (UnityEngine.Object)null))
                        {
                            this.TxtComment.set_text(LocalizedText.Get("sys.DIABLE_ENHANCE_RANKCAP_MESSAGE"));
                            ((Component)this.TxtComment).get_gameObject().SetActive(true);
                        }
                        flag1 = false;
                    }
                }
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.EquipSelectParent, (UnityEngine.Object)null))
                {
                    DataSource.Bind <EnhanceEquipData>(this.EquipSelectParent, this.mEnhanceEquipData);
                    this.EquipSelectParent.get_gameObject().SetActive(true);
                }
            }
            else if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtComment, (UnityEngine.Object)null))
            {
                this.TxtComment.set_text(LocalizedText.Get("sys.ENHANCE_EQUIPMENT_MESSAGE"));
                ((Component)this.TxtComment).get_gameObject().SetActive(true);
            }
            this.mEnhanceEquipData.is_enhanced = flag1;
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.SelectedParent, (UnityEngine.Object)null))
            {
                DataSource.Bind <EnhanceEquipData>(this.SelectedParent, this.mEnhanceEquipData);
                this.SelectedParent.get_gameObject().SetActive(flag1);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtDisableEnhanceOnGauge, (UnityEngine.Object)null))
            {
                ((Component)this.TxtDisableEnhanceOnGauge).get_gameObject().SetActive(!flag1);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtCost, (UnityEngine.Object)null))
            {
                this.TxtCost.set_text(num1.ToString());
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TxtJob, (UnityEngine.Object)null))
            {
                this.TxtJob.set_text(jobData.Name);
            }
            if (flag1)
            {
                int num3 = equipData.CalcRankFromExp(equipData.Exp + num2);
                ((Selectable)this.BtnEnhance).set_interactable(equipData != null && equipData.Rank < num3);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BtnAdd, (UnityEngine.Object)null))
            {
                ((Selectable)this.BtnAdd).set_interactable(flag1 && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.mSelectedMaterialItem, (UnityEngine.Object)null));
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BtnSub, (UnityEngine.Object)null))
            {
                ((Selectable)this.BtnSub).set_interactable(flag1 && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.mSelectedMaterialItem, (UnityEngine.Object)null));
            }
            this.mEnableEnhanceMaterials.Clear();
            for (int index = 0; index < this.mEnhanceMaterials.Count; ++index)
            {
                if (this.mEnhanceMaterials[index].item != null && this.mEnhanceMaterials[index].item.Num != 0)
                {
                    this.mEnableEnhanceMaterials.Add(this.mEnhanceMaterials[index]);
                }
            }
            this.SetData((object[])this.mEnableEnhanceMaterials.ToArray(), typeof(EnhanceMaterial));
            GameParameter.UpdateAll(((Component)this).get_gameObject());
        }
Exemple #2
0
        private void Refresh()
        {
            if (UnityEngine.Object.op_Equality((UnityEngine.Object) this.UnitTemplate, (UnityEngine.Object)null))
            {
                return;
            }
            List <UnitData> units = MonoSingleton <GameManager> .Instance.Player.Units;

            for (int index = 0; index < this.mUnits.Count; ++index)
            {
                this.mUnits[index].get_gameObject().SetActive(false);
            }
            this.mShopitem = MonoSingleton <GameManager> .Instance.Player.GetLimitedShopData().items.FirstOrDefault <LimitedShopItem>((Func <LimitedShopItem, bool>)(item => item.id == GlobalVars.ShopBuyIndex));

            bool flag1 = !this.mShopitem.IsNotLimited || this.mShopitem.saleType == ESaleType.Coin_P;

            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.limited_item, (UnityEngine.Object)null))
            {
                this.limited_item.SetActive(flag1);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.no_limited_item, (UnityEngine.Object)null))
            {
                this.no_limited_item.SetActive(!flag1);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.Sold, (UnityEngine.Object)null))
            {
                this.Sold.SetActive(!this.mShopitem.IsNotLimited);
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.SoldNum, (UnityEngine.Object)null))
            {
                this.SoldNum.set_text(this.mShopitem.remaining_num.ToString());
            }
            this.mEnabledSlider = false;
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.AmountSliderHolder, (UnityEngine.Object)null) && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.AmountSlider, (UnityEngine.Object)null) && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.AmountSliderNum, (UnityEngine.Object)null))
            {
                if (!this.mShopitem.IsNotLimited && this.mShopitem.remaining_num > 1)
                {
                    this.mEnabledSlider = true;
                    GameParameter component = (GameParameter)((Component)this.LimitedItemPriceText).GetComponent <GameParameter>();
                    if (UnityEngine.Object.op_Inequality((UnityEngine.Object)component, (UnityEngine.Object)null))
                    {
                        ((Behaviour)component).set_enabled(false);
                    }
                    this.AmountSliderHolder.SetActive(true);
                    int remainingCurrency = ShopData.GetRemainingCurrency((ShopItem)this.mShopitem);
                    int buyPrice          = ShopData.GetBuyPrice((ShopItem)this.mShopitem);
                    int num1 = 1;
                    if (buyPrice > 0)
                    {
                        while (buyPrice * num1 <= remainingCurrency)
                        {
                            ++num1;
                        }
                    }
                    int num2 = Math.Max(Math.Min(num1 - 1, this.mShopitem.remaining_num), 1);
                    this.AmountSlider.set_minValue(1f);
                    this.AmountSlider.set_maxValue((float)num2);
                    this.SetSliderValue(1f);
                    // ISSUE: method pointer
                    ((UnityEvent <float>) this.AmountSlider.get_onValueChanged()).AddListener(new UnityAction <float>((object)this, __methodptr(OnSliderValueChanged)));
                }
                else
                {
                    this.mEnabledSlider = false;
                    this.AmountSliderHolder.SetActive(false);
                }
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.HasJem, (UnityEngine.Object)null) && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.HasCoin, (UnityEngine.Object)null) && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.HasZenny, (UnityEngine.Object)null))
            {
                switch (this.mShopitem.saleType)
                {
                case ESaleType.Gold:
                    this.HasJem.SetActive(false);
                    this.HasCoin.SetActive(false);
                    this.HasZenny.SetActive(true);
                    break;

                case ESaleType.Coin:
                case ESaleType.Coin_P:
                    this.HasJem.SetActive(true);
                    this.HasCoin.SetActive(false);
                    this.HasZenny.SetActive(false);
                    break;

                default:
                    this.HasJem.SetActive(false);
                    this.HasCoin.SetActive(true);
                    this.HasZenny.SetActive(false);
                    break;
                }
            }
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.EnableEquipUnitWindow, (UnityEngine.Object)null))
            {
                this.EnableEquipUnitWindow.get_gameObject().SetActive(false);
                int index1 = 0;
                for (int index2 = 0; index2 < units.Count; ++index2)
                {
                    UnitData data  = units[index2];
                    bool     flag2 = false;
                    for (int index3 = 0; index3 < data.Jobs.Length; ++index3)
                    {
                        JobData job = data.Jobs[index3];
                        if (job.IsActivated)
                        {
                            int equipSlotByItemId = job.FindEquipSlotByItemID(this.mShopitem.iname);
                            if (equipSlotByItemId != -1 && job.CheckEnableEquipSlot(equipSlotByItemId))
                            {
                                flag2 = true;
                                break;
                            }
                        }
                    }
                    if (flag2)
                    {
                        if (index1 >= this.mUnits.Count)
                        {
                            this.UnitTemplate.SetActive(true);
                            GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)this.UnitTemplate);
                            gameObject.get_transform().SetParent((Transform)this.UnitLayoutParent, false);
                            this.mUnits.Add(gameObject);
                            this.UnitTemplate.SetActive(false);
                        }
                        GameObject gameObject1 = this.mUnits[index1].get_gameObject();
                        DataSource.Bind <UnitData>(gameObject1, data);
                        gameObject1.SetActive(true);
                        this.EnableEquipUnitWindow.get_gameObject().SetActive(true);
                        GameUtility.SetGameObjectActive(this.LayoutRight, true);
                        ++index1;
                    }
                }
            }
            DataSource.Bind <LimitedShopItem>(((Component)this).get_gameObject(), this.mShopitem);
            if (this.mShopitem.IsArtifact)
            {
                DataSource.Bind <ArtifactParam>(((Component)this).get_gameObject(), MonoSingleton <GameManager> .Instance.MasterParam.GetArtifactParam(this.mShopitem.iname));
            }
            else if (this.mShopitem.IsConceptCard)
            {
                GameUtility.SetGameObjectActive(this.ItemIconRoot, false);
                GameUtility.SetGameObjectActive(this.ConceptCardIconRoot, true);
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.ConceptCardDetail, (UnityEngine.Object)null))
                {
                    ConceptCardData cardDataForDisplay = ConceptCardData.CreateConceptCardDataForDisplay(this.mShopitem.iname);
                    GlobalVars.SelectedConceptCardData.Set(cardDataForDisplay);
                    GameUtility.SetGameObjectActive(this.ConceptCardDetail, true);
                    GameUtility.SetGameObjectActive(this.LayoutRight, true);
                    if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TextDesc, (UnityEngine.Object)null))
                    {
                        this.TextDesc.set_text(cardDataForDisplay.Param.expr);
                    }
                }
            }
            else
            {
                ItemData itemDataByItemId = MonoSingleton <GameManager> .Instance.Player.FindItemDataByItemID(this.mShopitem.iname);

                if (itemDataByItemId != null)
                {
                    DataSource.Bind <ItemData>(((Component)this).get_gameObject(), itemDataByItemId);
                    if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TextDesc, (UnityEngine.Object)null))
                    {
                        this.TextDesc.set_text(itemDataByItemId.Param.Expr);
                    }
                }
                else
                {
                    ItemParam itemParam = MonoSingleton <GameManager> .Instance.GetItemParam(this.mShopitem.iname);

                    if (itemParam != null && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.TextDesc, (UnityEngine.Object)null))
                    {
                        DataSource.Bind <ItemParam>(((Component)this).get_gameObject(), itemParam);
                        this.TextDesc.set_text(itemParam.Expr);
                    }
                }
            }
            GameParameter.UpdateAll(((Component)this).get_gameObject());
        }
Exemple #3
0
        private void Refresh()
        {
            if (Object.op_Equality((Object)this.UnitTemplate, (Object)null))
            {
                return;
            }
            List <UnitData> units = MonoSingleton <GameManager> .Instance.Player.Units;

            for (int index = 0; index < this.mUnits.Count; ++index)
            {
                this.mUnits[index].get_gameObject().SetActive(false);
            }
            EventShopItem data1 = MonoSingleton <GameManager> .Instance.Player.GetEventShopData().items[GlobalVars.ShopBuyIndex];

            if (Object.op_Inequality((Object)this.limited_item, (Object)null))
            {
                this.limited_item.SetActive(!data1.IsNotLimited);
            }
            if (Object.op_Inequality((Object)this.no_limited_item, (Object)null))
            {
                this.no_limited_item.SetActive(data1.IsNotLimited);
            }
            if (Object.op_Inequality((Object)this.SoldNum, (Object)null))
            {
                this.SoldNum.set_text(data1.remaining_num.ToString());
            }
            ItemData itemDataByItemId = MonoSingleton <GameManager> .Instance.Player.FindItemDataByItemID(data1.iname);

            if (Object.op_Inequality((Object)this.EnableEquipUnitWindow, (Object)null))
            {
                this.EnableEquipUnitWindow.get_gameObject().SetActive(false);
                int index1 = 0;
                for (int index2 = 0; index2 < units.Count; ++index2)
                {
                    UnitData data2 = units[index2];
                    bool     flag  = false;
                    for (int index3 = 0; index3 < data2.Jobs.Length; ++index3)
                    {
                        JobData job = data2.Jobs[index3];
                        if (job.IsActivated)
                        {
                            int equipSlotByItemId = job.FindEquipSlotByItemID(data1.iname);
                            if (equipSlotByItemId != -1 && job.CheckEnableEquipSlot(equipSlotByItemId))
                            {
                                flag = true;
                                break;
                            }
                        }
                    }
                    if (flag)
                    {
                        if (index1 >= this.mUnits.Count)
                        {
                            this.UnitTemplate.SetActive(true);
                            GameObject gameObject = (GameObject)Object.Instantiate <GameObject>((M0)this.UnitTemplate);
                            gameObject.get_transform().SetParent((Transform)this.UnitLayoutParent, false);
                            this.mUnits.Add(gameObject);
                            this.UnitTemplate.SetActive(false);
                        }
                        GameObject gameObject1 = this.mUnits[index1].get_gameObject();
                        DataSource.Bind <UnitData>(gameObject1, data2);
                        gameObject1.SetActive(true);
                        this.EnableEquipUnitWindow.get_gameObject().SetActive(true);
                        ++index1;
                    }
                }
            }
            DataSource.Bind <EventShopItem>(((Component)this).get_gameObject(), data1);
            DataSource.Bind <ItemData>(((Component)this).get_gameObject(), itemDataByItemId);
            DataSource.Bind <ItemParam>(((Component)this).get_gameObject(), MonoSingleton <GameManager> .Instance.GetItemParam(data1.iname));
            GameParameter.UpdateAll(((Component)this).get_gameObject());
        }
        public override void OnActivate(int pinID)
        {
            if (pinID != 0 || ((Behaviour)this).get_enabled())
            {
                return;
            }
            GameManager            instance           = MonoSingleton <GameManager> .Instance;
            PlayerData             player             = instance.Player;
            UnitData               unitDataByUniqueId = instance.Player.FindUnitDataByUniqueID((long)GlobalVars.SelectedUnitUniqueID);
            JobData                job = unitDataByUniqueId.Jobs[(int)GlobalVars.SelectedUnitJobIndex];
            int                    selectedEquipmentSlot = (int)GlobalVars.SelectedEquipmentSlot;
            EquipData              selectedEquipData     = GlobalVars.SelectedEquipData;
            int                    num = 0;
            int                    exp = 0;
            List <EnhanceMaterial> enhanceMaterials = GlobalVars.SelectedEnhanceMaterials;

            if (enhanceMaterials == null || enhanceMaterials.Count < 1)
            {
                return;
            }
            for (int index = 0; index < enhanceMaterials.Count; ++index)
            {
                EnhanceMaterial enhanceMaterial = enhanceMaterials[index];
                ItemData        itemData        = enhanceMaterial.item;
                num += itemData.Param.enhace_cost * selectedEquipData.GetEnhanceCostScale() / 100 * enhanceMaterial.num;
                exp += itemData.Param.enhace_point * enhanceMaterial.num;
            }
            if (num > player.Gold)
            {
                this.ActivateOutputLinks(2);
            }
            else
            {
                selectedEquipData.GainExp(exp);
                if (unitDataByUniqueId != null)
                {
                    unitDataByUniqueId.CalcStatus();
                }
                for (int index = 0; index < enhanceMaterials.Count; ++index)
                {
                    EnhanceMaterial enhanceMaterial = enhanceMaterials[index];
                    enhanceMaterial.item.Used(enhanceMaterial.num);
                }
                player.GainGold(-num);
                if (Network.Mode == Network.EConnectMode.Online)
                {
                    Dictionary <string, int> usedItems = new Dictionary <string, int>();
                    for (int index = 0; index < enhanceMaterials.Count; ++index)
                    {
                        EnhanceMaterial enhanceMaterial = enhanceMaterials[index];
                        ItemData        itemData        = enhanceMaterial.item;
                        if (enhanceMaterial.num >= 1)
                        {
                            if (!usedItems.ContainsKey(itemData.ItemID))
                            {
                                usedItems[itemData.ItemID] = 0;
                            }
                            Dictionary <string, int> dictionary;
                            string itemId;
                            (dictionary = usedItems)[itemId = itemData.ItemID] = dictionary[itemId] + enhanceMaterial.num;
                        }
                    }
                    this.ExecRequest((WebAPI) new ReqEquipExpAdd(job.UniqueID, selectedEquipmentSlot, usedItems, new Network.ResponseCallback(((FlowNode_Network)this).ResponseCallback)));
                    ((Behaviour)this).set_enabled(true);
                }
                else
                {
                    this.Success();
                }
            }
        }
Exemple #5
0
        public void Refresh(UnitData unit)
        {
            if (unit == null)
            {
                return;
            }
            DataSource.Bind <UnitData>(((Component)this).get_gameObject(), unit);
            int index1 = 0;
            int index2 = 0;

            this.mJobSlots.Clear();
            Toggle.ToggleEvent toggleEvent = new Toggle.ToggleEvent();
            for (int jobNo = 0; jobNo < unit.Jobs.Length; ++jobNo)
            {
                JobData job = unit.Jobs[jobNo];
                if (job != null && job.Param != null)
                {
                    if (unit.IsJobAvailable(jobNo))
                    {
                        this.mJobSlots.Add(this.mJobIcons[index1]);
                        ++index1;
                    }
                    else
                    {
                        this.mJobSlots.Add(this.mCCIcons[index2]);
                        ++index2;
                    }
                    AnimatedToggle mJobIcon = this.mJobIcons[this.mJobSlots.Count - 1];
                    DataSource.Bind <JobData>(((Component)mJobIcon).get_gameObject(), unit.Jobs[jobNo]);
                    ((Component)mJobIcon).get_gameObject().SetActive(true);
                    ((Selectable)mJobIcon).set_interactable(unit.CheckJobUnlockable(jobNo));
                    Toggle.ToggleEvent onValueChanged = (Toggle.ToggleEvent)mJobIcon.onValueChanged;
                    mJobIcon.onValueChanged = (__Null)toggleEvent;
                    mJobIcon.set_isOn(jobNo == unit.JobIndex);
                    mJobIcon.onValueChanged = (__Null)onValueChanged;
                    ((Animator)((Component)mJobIcon).GetComponent <Animator>()).SetBool(this.JobIconUnlockBool, job.IsActivated);
                }
            }
            for (int index3 = index2; index3 < this.mCCIcons.Count; ++index3)
            {
                ((Component)this.mCCIcons[index3]).get_gameObject().SetActive(false);
            }
            for (int index3 = index1; index3 < this.mJobIcons.Count; ++index3)
            {
                ((Component)this.mJobIcons[index3]).get_gameObject().SetActive(false);
            }
            if (Object.op_Inequality((Object)this.SkinButton, (Object)null))
            {
                ((Selectable)this.SkinButton).set_interactable(unit.IsSkinUnlocked());
            }
            DataSource.Bind <UnitData>(this.JobNameObject, unit);
            bool flag = true;

            for (int index3 = 0; index3 < this.mJobSlots.Count; ++index3)
            {
                this.mJobSlots[index3].set_isOn(unit.JobIndex == index3);
                Animator component = (Animator)((Component)this.mJobSlots[index3]).GetComponent <Animator>();
                int      num       = 0;
                do
                {
                    component.Update(!flag ? 0.0f : 1f);
                    ++num;
                }while (component.IsInTransition(0) && num < 10);
            }
            if (Object.op_Inequality((Object)this.VoiceButton, (Object)null) && Object.op_Inequality((Object)this.VoiceUnlock, (Object)null))
            {
                this.VoiceUnlock.SetActive(!unit.CheckUnlockPlaybackVoice());
            }
            GameParameter.UpdateAll(((Component)this).get_gameObject());
        }