private IEnumerator DoInitialize()
    {
        bool         is_recv_quest = false;
        LoadingQueue load_queue    = new LoadingQueue(this);

        load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_UI, "ef_ui_questselect_new");
        load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_UI, "ef_ui_questselect_complete");
        if (MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList)
        {
            MonoBehaviourSingleton <QuestManager> .I.SendGetQuestList(delegate
            {
                MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = false;
                ((_003CDoInitialize_003Ec__Iterator71) /*Error near IL_0075: stateMachine*/)._003Cis_recv_quest_003E__0 = true;
            });

            while (!is_recv_quest)
            {
                yield return((object)null);
            }
        }
        this.StartCoroutine(CheckLimitQuestItem());
        sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.QUEST, SortSettings.SETTINGS_TYPE.ORDER_QUEST);
        SHOW_QUEST_REMAIN_LIMIT_SECOND = (float)TimeSpan.FromDays(5.0).TotalSeconds;
        sortSettings.indivComparison   = Compare;
        if (load_queue.IsLoading())
        {
            yield return((object)load_queue.Wait());
        }
        base.Initialize();
    }
 protected override void InitSort()
 {
     if (MonoBehaviourSingleton <InventoryManager> .I.IsWeaponInventoryType(MonoBehaviourSingleton <InventoryManager> .I.changeInventoryType))
     {
         sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.WEAPON, SortSettings.SETTINGS_TYPE.EQUIP_ITEM);
     }
     else
     {
         sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.ARMOR, SortSettings.SETTINGS_TYPE.EQUIP_ITEM);
     }
 }
    protected override void InitSort()
    {
        SmithManager.SmithCreateData smithData = MonoBehaviourSingleton <SmithManager> .I.GetSmithData <SmithManager.SmithCreateData>();

        if (smithData.selectCreateEquipItemType < SortBase.TYPE.ARMOR || smithData.selectCreateEquipItemType == SortBase.TYPE.WEAPON_ALL)
        {
            if (smithData.selectCreateEquipItemType == SortBase.TYPE.WEAPON_ALL)
            {
                sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_WEAPON, SortSettings.SETTINGS_TYPE.CREATE_EQUIP_ITEM);
            }
            else
            {
                sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.SMITH_CREATE_WEAPON, SortSettings.SETTINGS_TYPE.CREATE_EQUIP_ITEM);
            }
        }
        else if (smithData.selectCreateEquipItemType == SortBase.TYPE.ARMOR_ALL)
        {
            sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_ARMOR, SortSettings.SETTINGS_TYPE.CREATE_EQUIP_ITEM);
        }
        else
        {
            sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.SMITH_CREATE_ARMOR, SortSettings.SETTINGS_TYPE.CREATE_EQUIP_ITEM);
        }
    }
	protected override void InitSort()
	{
		SortBase.DIALOG_TYPE dialog_type = (!MonoBehaviourSingleton<InventoryManager>.I.IsWeaponInventoryType(base.selectInventoryType)) ? SortBase.DIALOG_TYPE.ARMOR : SortBase.DIALOG_TYPE.WEAPON;
		sortSettings = SortSettings.CreateMemSortSettings(dialog_type, SortSettings.SETTINGS_TYPE.EQUIP_ITEM);
	}
    protected virtual IEnumerator DoInitialize()
    {
        LoadingQueue load_queue = new LoadingQueue(this);

        if (!isInGameScene)
        {
            bool is_recv_delivery = false;
            load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_UI, "ef_ui_questselect_new");
            load_queue.CacheEffect(RESOURCE_CATEGORY.EFFECT_UI, "ef_ui_questselect_complete");
            MonoBehaviourSingleton <QuestManager> .I.SendGetDeliveryList(delegate
            {
                ((_003CDoInitialize_003Ec__IteratorB2) /*Error near IL_007a: stateMachine*/)._003Cis_recv_delivery_003E__1 = true;
            });

            while (!is_recv_delivery)
            {
                yield return((object)null);
            }
            sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.QUEST, SortSettings.SETTINGS_TYPE.ORDER_QUEST);
            InitQuestInfoData();
            if (load_queue.IsLoading())
            {
                yield return((object)load_queue.Wait());
            }
        }
        GetDeliveryList();
        string tab = GameSection.GetEventData() as string;

        switch (tab)
        {
        case "DAILY":
            selectedTab = UI.BTN_TAB_DAILY;
            break;

        case "WEEKLY":
            selectedTab = UI.BTN_TAB_WEEKLY;
            break;

        case "NORMAL":
            selectedTab = UI.BTN_TAB_NORMAL;
            break;

        default:
            selectedTab = SelectTabByPriority();
            break;
        }
        openRegionIds = MonoBehaviourSingleton <WorldMapManager> .I.GetOpenRegionIdListInWorldMap(REGION_DIFFICULTY_TYPE.NORMAL);

        Array.Reverse(openRegionIds);
        for (int i = 0; i < openRegionIds.Length; i++)
        {
            int        regionId   = (int)openRegionIds[i];
            string     bannerName = ResourceName.GetAreaBanner(regionId);
            LoadObject bannerObj  = load_queue.Load(RESOURCE_CATEGORY.AREA_BANNER, bannerName, false);
            if (load_queue.IsLoading())
            {
                yield return((object)load_queue.Wait());
            }
            Texture2D bannerTex = bannerObj.loadedObject as Texture2D;
            areaBanners.Add(bannerTex);
        }
        EndInitialize();
    }
 protected override void InitSort()
 {
     sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.ARMOR, SortSettings.SETTINGS_TYPE.EQUIP_ITEM);
 }
Esempio n. 7
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 private void InitInventory()
 {
     inventory = new ItemStorageTop.SkillItemInventory(SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM, SKILL_SLOT_TYPE.NONE, false);
     inventory.sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.STORAGE_SKILL, SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM);
     sorting();
 }