Esempio n. 1
0
 public void AnimateBar(NetCache.HeroLevel.LevelInfo previousLevelInfo, NetCache.HeroLevel.LevelInfo currentLevelInfo)
 {
     this.m_heroLevelText.Text = previousLevelInfo.Level.ToString();
     if (previousLevelInfo.Level < currentLevelInfo.Level)
     {
         float prevVal = ((float)previousLevelInfo.XP) / ((float)previousLevelInfo.MaxXP);
         float currVal = 1f;
         this.m_progressBar.AnimateProgress(prevVal, currVal);
         float animationTime = this.m_progressBar.GetAnimationTime();
         base.StartCoroutine(this.AnimatePostLevelUpXp(animationTime, currentLevelInfo));
     }
     else
     {
         float num4 = ((float)previousLevelInfo.XP) / ((float)previousLevelInfo.MaxXP);
         float num5 = ((float)currentLevelInfo.XP) / ((float)currentLevelInfo.MaxXP);
         if (currentLevelInfo.IsMaxLevel())
         {
             num5 = 1f;
         }
         this.m_progressBar.AnimateProgress(num4, num5);
     }
 }
Esempio n. 2
0
 private IEnumerator AnimatePostLevelUpXp(float delayTime, NetCache.HeroLevel.LevelInfo currentLevelInfo)
 {
     return(new < AnimatePostLevelUpXp > c__Iterator25E {
         delayTime = delayTime, currentLevelInfo = currentLevelInfo, <$> delayTime = delayTime, <$> currentLevelInfo = currentLevelInfo, <> f__this = this
     });
Esempio n. 3
0
 public void AnimateBar(NetCache.HeroLevel.LevelInfo previousLevelInfo, NetCache.HeroLevel.LevelInfo currentLevelInfo)
 {
     object[] objArray1 = new object[] { previousLevelInfo, currentLevelInfo };
     base.method_8("AnimateBar", objArray1);
 }