private void SkillParam(SkillItemInfo item)
    {
        SetActive(detailBase, UI.OBJ_SUB_STATUS, true);
        SkillItemTable.SkillItemData tableData = item.tableData;
        SetLabelText(detailBase, UI.LBL_NAME, tableData.name);
        SkillCompareParam(item, GetCompareItem());
        SetLabelText(detailBase, UI.LBL_SELL, item.sellPrice.ToString());
        SetSupportEncoding(UI.LBL_DESCRIPTION, true);
        SetLabelText(detailBase, UI.LBL_DESCRIPTION, item.GetExplanationText(true));
        bool is_visible = (callSection & (ItemDetailEquip.CURRENT_SECTION.SMITH_CREATE | ItemDetailEquip.CURRENT_SECTION.SMITH_SKILL_MATERIAL | ItemDetailEquip.CURRENT_SECTION.QUEST_RESULT | ItemDetailEquip.CURRENT_SECTION.UI_PARTS | ItemDetailEquip.CURRENT_SECTION.EQUIP_LIST)) == ItemDetailEquip.CURRENT_SECTION.NONE;

        SetActive(detailBase, UI.OBJ_FAVORITE_ROOT, is_visible);
        ResetTween(detailBase, UI.TWN_FAVORITE, 0);
        ResetTween(detailBase, UI.TWN_UNFAVORITE, 0);
        SetActive(detailBase, UI.TWN_UNFAVORITE, !item.isFavorite);
        SetActive(detailBase, UI.TWN_FAVORITE, item.isFavorite);
        if (item.IsLevelMax())
        {
            SetProgressInt(detailBase, UI.PRG_EXP_BAR, item.exceedExp, item.exceedExpPrev, item.exceedExpNext, null);
        }
        else
        {
            SetProgressInt(detailBase, UI.PRG_EXP_BAR, item.exp, item.expPrev, item.expNext, null);
        }
        SetSkillSlotTypeIcon(detailBase, UI.SPR_SKILL_TYPE_ICON, UI.SPR_SKILL_TYPE_ICON_BG, UI.SPR_SKILL_TYPE_ICON_RARITY, tableData);
        SetRenderSkillItemModel((Enum)UI.TEX_MODEL, tableData.id, true, false);
        SetRenderSkillItemSymbolModel((Enum)UI.TEX_INNER_MODEL, tableData.id, true);
    }
    public override void Set(object[] data = null)
    {
        //IL_00bb: Unknown result type (might be due to invalid IL or missing references)
        //IL_0131: Unknown result type (might be due to invalid IL or missing references)
        //IL_0166: Unknown result type (might be due to invalid IL or missing references)
        //IL_0198: Unknown result type (might be due to invalid IL or missing references)
        //IL_01be: Unknown result type (might be due to invalid IL or missing references)
        //IL_01d5: Unknown result type (might be due to invalid IL or missing references)
        base.Set(null);
        if (infoRootAry[0] != null)
        {
            infoRootAry[0].SetActive(false);
            if (selectSP != null)
            {
                selectSP.set_enabled(false);
            }
        }
        SkillItemSortData skillItemSortData = data[0] as SkillItemSortData;

        SetupSelectNumberSprite((int)data[2]);
        ItemIconDetail.ICON_STATUS iCON_STATUS = (ItemIconDetail.ICON_STATUS)(int) data[3];
        SkillItemInfo skillItemInfo            = skillItemSortData.GetItemData() as SkillItemInfo;
        string        text = $"{skillItemSortData.GetLevel()}/{skillItemInfo.GetMaxLevel()}";

        if (skillItemInfo.IsExceeded())
        {
            text += UIUtility.GetColorText(StringTable.Format(STRING_CATEGORY.SMITH, 9u, skillItemInfo.exceedCnt), ExceedSkillItemTable.color);
        }
        infoRootAry[1].SetActive(true);
        infoRootAry[2].SetActive(false);
        SetName(skillItemSortData.GetName());
        SetVisibleBG(true);
        lblDescription.supportEncoding = true;
        lblDescription.text            = skillItemInfo.GetExplanationText(false);
        UILabel[] lABELS_LV_HEAD = LABELS_LV_HEAD;
        foreach (UILabel uILabel in lABELS_LV_HEAD)
        {
            uILabel.get_gameObject().SetActive(true);
        }
        UILabel[] lABELS_LV = LABELS_LV;
        foreach (UILabel uILabel2 in lABELS_LV)
        {
            uILabel2.get_gameObject().SetActive(true);
            uILabel2.supportEncoding = true;
            uILabel2.text            = text;
        }
        spEnableExceed.get_gameObject().SetActive(iCON_STATUS == ItemIconDetail.ICON_STATUS.VALID_EXCEED_0);
        bool flag = iCON_STATUS == ItemIconDetail.ICON_STATUS.VALID_EXCEED || iCON_STATUS == ItemIconDetail.ICON_STATUS.VALID_EXCEED_0;

        spriteBg[0].get_gameObject().SetActive(!flag);
        spriteBg[1].get_gameObject().SetActive(flag);
        if (iCON_STATUS == ItemIconDetail.ICON_STATUS.GRAYOUT)
        {
            infoRootAry[0].SetActive(true);
        }
        GrayOut(iCON_STATUS);
    }
Esempio n. 3
0
 public void Init(int index, SkillItemTable.SkillItemData table, Texture tex, GachaList.GachaPickupAnim anim)
 {
     //IL_000f: Unknown result type (might be due to invalid IL or missing references)
     //IL_0027: Expected O, but got Unknown
     //IL_0040: Unknown result type (might be due to invalid IL or missing references)
     //IL_0046: Unknown result type (might be due to invalid IL or missing references)
     //IL_005f: Unknown result type (might be due to invalid IL or missing references)
     //IL_0077: Expected O, but got Unknown
     //IL_0091: Unknown result type (might be due to invalid IL or missing references)
     //IL_0097: Unknown result type (might be due to invalid IL or missing references)
     //IL_00b0: Unknown result type (might be due to invalid IL or missing references)
     //IL_00c8: Expected O, but got Unknown
     //IL_00e1: Unknown result type (might be due to invalid IL or missing references)
     //IL_00e7: Unknown result type (might be due to invalid IL or missing references)
     //IL_0100: Unknown result type (might be due to invalid IL or missing references)
     //IL_0118: Expected O, but got Unknown
     //IL_0131: Unknown result type (might be due to invalid IL or missing references)
     //IL_0137: Unknown result type (might be due to invalid IL or missing references)
     //IL_0151: Unknown result type (might be due to invalid IL or missing references)
     //IL_016a: Expected O, but got Unknown
     //IL_0186: Unknown result type (might be due to invalid IL or missing references)
     //IL_018d: Unknown result type (might be due to invalid IL or missing references)
     //IL_01a4: Unknown result type (might be due to invalid IL or missing references)
     GachaList.GachaPickupAnim.TextStyle name = anim.name;
     SetFontStyle(lblName.get_transform(), (name.italic == 1) ? 2 : 0);
     SetPatternText(lblName, table.name, name.size, name.toColor(), name.toOutColor());
     GachaList.GachaPickupAnim.TextStyle description = anim.description;
     SetFontStyle(lblDescription.get_transform(), (description.italic == 1) ? 2 : 0);
     SetPatternText(lblDescription, SkillItemInfo.GetExplanationText(table, 1), description.size, description.toColor(), description.toOutColor());
     GachaList.GachaPickupAnim.TextStyle sub = anim.sub;
     SetFontStyle(lblSubDescription.get_transform(), (sub.italic == 1) ? 2 : 0);
     SetPatternText(lblSubDescription, sub.text, sub.size, sub.toColor(), sub.toOutColor());
     GachaList.GachaPickupAnim.TextStyle adda = anim.adda;
     SetFontStyle(lblAddText_A.get_transform(), (adda.italic == 1) ? 2 : 0);
     SetPatternText(lblAddText_A, adda.text, adda.size, adda.toColor(), adda.toOutColor());
     GachaList.GachaPickupAnim.TextStyle addb = anim.addb;
     SetFontStyle(lblAddText_B.get_transform(), (addb.italic == 1) ? 2 : 0);
     SetPatternText(lblAddText_B, addb.text, addb.size, addb.toColor(), addb.toOutColor());
     uiTex.mainTexture = tex;
     this.get_gameObject().SetActive(true);
 }
Esempio n. 4
0
 public string GetExplanationText(int level = 1)
 {
     return(SkillItemInfo.GetExplanationText(this, level));
 }
Esempio n. 5
0
 public override string GetDetail()
 {
     return(skillData.GetExplanationText(false));
 }
    private void UpdateMaterial()
    {
        //IL_009d: Unknown result type (might be due to invalid IL or missing references)
        //IL_00b5: Unknown result type (might be due to invalid IL or missing references)
        int num = (material != null) ? material.Length : 0;

        SetLabelText((Enum)UI.LBL_SELECT_NUM, (MATERIAL_SELECT_MAX - num).ToString());
        needGold = ((!isExceed) ? ((int)(skillItem.growCost * (float)num)) : 0);
        SetLabelText((Enum)UI.LBL_GOLD, needGold.ToString("N0"));
        if (MonoBehaviourSingleton <UserInfoManager> .I.userStatus.money < needGold)
        {
            SetColor((Enum)UI.LBL_GOLD, Color.get_red());
        }
        else
        {
            SetColor((Enum)UI.LBL_GOLD, goldColor);
        }
        SetActive((Enum)UI.OBJ_GOLD, !isExceed);
        SkillItemInfo skillItemInfo  = ParamCopy(skillItem, false, false);
        SkillItemInfo skillItemInfo2 = ParamCopy(skillItem, false, false);

        if (material != null)
        {
            int i = 0;
            for (int num2 = material.Length; i < num2; i++)
            {
                if (isExceed)
                {
                    if (!skillItemInfo2.IsMaxExceed())
                    {
                        skillItemInfo2.exceedExp += material[i].giveExceedExp;
                        while (skillItemInfo2.exceedExpNext <= skillItemInfo2.exceedExp)
                        {
                            skillItemInfo2 = ParamCopy(skillItemInfo2, false, true);
                            if (skillItemInfo2.IsMaxExceed())
                            {
                                skillItemInfo2.exceedExp = skillItemInfo2.expPrev;
                                break;
                            }
                        }
                    }
                }
                else if (!skillItemInfo2.IsLevelMax() && material[i].level <= material[i].GetMaxLevel())
                {
                    skillItemInfo2.exp += material[i].giveExp;
                    while (skillItemInfo2.expNext <= skillItemInfo2.exp)
                    {
                        skillItemInfo2 = ParamCopy(skillItemInfo2, true, false);
                        if (skillItemInfo2.IsLevelMax())
                        {
                            skillItemInfo2.exp = skillItemInfo2.expPrev;
                            break;
                        }
                    }
                }
            }
        }
        bool flag = false;

        flag = ((!isExceed) ? (skillItemInfo.level != skillItemInfo2.level) : (skillItemInfo.exceedCnt != skillItemInfo2.exceedCnt));
        SetActive(detailBase, UI.LBL_DESCRIPTION, !flag);
        SetActive((Enum)UI.LBL_BASE_DESCRIPTION, flag);
        SetActive((Enum)UI.LBL_NEXT_DESCRIPTION, flag);
        SetActive((Enum)UI.SPR_STATUS_UP, flag);
        itemData = skillItemInfo2;
        base.UpdateUI();
        SetLabelText(detailBase, UI.LBL_LV_NOW, skillItemInfo2.level.ToString());
        SetLabelText(detailBase, UI.LBL_LV_MAX, skillItemInfo2.GetMaxLevel().ToString());
        SetActive(detailBase, UI.OBJ_LV_EX, skillItemInfo2.IsExceeded());
        SetLabelText(detailBase, UI.LBL_LV_EX, skillItemInfo2.exceedCnt.ToString());
        SetLabelText(detailBase, UI.LBL_ATK, skillItemInfo2.atk.ToString());
        SetLabelText(detailBase, UI.LBL_DEF, skillItemInfo2.def.ToString());
        SetLabelText(detailBase, UI.LBL_HP, skillItemInfo2.hp.ToString());
        SetLabelText(detailBase, UI.LBL_SELL, needGold.ToString());
        SetLabelText(detailBase, UI.STR_SELL, base.sectionData.GetText("STR_SELL"));
        SetSupportEncoding(UI.LBL_DESCRIPTION, true);
        SetSupportEncoding(UI.LBL_BASE_DESCRIPTION, true);
        SetSupportEncoding(UI.LBL_NEXT_DESCRIPTION, true);
        string explanationText = skillItemInfo.GetExplanationText(true);

        SetLabelText(detailBase, UI.LBL_DESCRIPTION, explanationText);
        SetLabelText((Enum)UI.LBL_BASE_DESCRIPTION, explanationText);
        SetLabelText((Enum)UI.LBL_NEXT_DESCRIPTION, skillItemInfo2.GetExplanationStatusUpText(base.sectionData.GetText("STR_STATUS_UP_FORMAT"), isExceed, skillItemInfo.exceedCnt > 0));
        SkillGrowProgress component = FindCtrl(detailBase, UI.PRG_EXP_BAR).GetComponent <SkillGrowProgress>();

        if (isExceed)
        {
            component.SetExceedMode();
            float fill_amount = (float)(skillItem.exceedExp - skillItem.exceedExpPrev) / (float)(skillItem.exceedExpNext - skillItem.exceedExpPrev);
            component.SetBaseGauge(skillItemInfo2.exceedCnt == skillItemInfo.exceedCnt, fill_amount);
            SetProgressInt(detailBase, UI.PRG_EXP_BAR, skillItemInfo2.exceedExp, skillItemInfo2.exceedExpPrev, skillItemInfo2.exceedExpNext, null);
        }
        else
        {
            float fill_amount2 = (float)(skillItem.exp - skillItem.expPrev) / (float)(skillItem.expNext - skillItem.expPrev);
            component.SetGrowMode();
            component.SetBaseGauge(skillItemInfo2.level == skillItemInfo.level, fill_amount2);
            SetProgressInt(detailBase, UI.PRG_EXP_BAR, skillItemInfo2.exp, skillItemInfo2.expPrev, skillItemInfo2.expNext, null);
        }
        UpdateAnchors();
    }