Esempio n. 1
0
        public void Refresh_Map_Node()
        {
            BurnExpeditionModel model = Singleton <BurnExpeditionController> .GetInstance().model;

            if (model._data == null)
            {
                return;
            }
            int num = model.Get_LevelNum(model.curDifficultyType);

            num = Math.Min(num, this.levelNodeList.get_Count());
            for (int i = 0; i < this.levelNodeList.get_Count(); i++)
            {
                this.levelNodeList.get_Item(i).CustomSetActive(false);
            }
            for (int j = 0; j < this.boxNodeList.get_Count(); j++)
            {
                this.boxNodeList.get_Item(j).CustomSetActive(false);
            }
            for (int k = 0; k < num; k++)
            {
                this._show_LevelNode(k, "0", "0", model.Get_LevelStatus(k));
                this._show_BoxNode(k, "0", model.Get_ChestRewardStatus(k), false);
            }
            bool flag = false;

            if (model.lastUnlockLevelIndex >= 0 && model.lastUnlockLevelIndex <= BurnExpeditionController.Max_Level_Index)
            {
                flag = (model.Get_ChestRewardStatus(model.lastUnlockLevelIndex) == 0);
            }
            if (flag)
            {
                this._show_BoxNode(model.lastUnlockLevelIndex, "0", 0, true);
            }
        }
Esempio n. 2
0
        public void Refresh_Map_Node()
        {
            BurnExpeditionModel model = Singleton <BurnExpeditionController> .GetInstance().model;

            if (model._data != null)
            {
                int num = Math.Min(model.Get_LevelNum(model.curDifficultyType), this.levelNodeList.Count);
                for (int i = 0; i < this.levelNodeList.Count; i++)
                {
                    this.levelNodeList[i].CustomSetActive(false);
                }
                for (int j = 0; j < this.boxNodeList.Count; j++)
                {
                    this.boxNodeList[j].CustomSetActive(false);
                }
                for (int k = 0; k < num; k++)
                {
                    this._show_LevelNode(k, "0", "0", model.Get_LevelStatus(k));
                    this._show_BoxNode(k, "0", model.Get_ChestRewardStatus(k), false);
                }
                bool flag = false;
                if ((model.lastUnlockLevelIndex >= 0) && (model.lastUnlockLevelIndex <= BurnExpeditionController.Max_Level_Index))
                {
                    flag = model.Get_ChestRewardStatus(model.lastUnlockLevelIndex) == COM_LEVEL_STATUS.COM_LEVEL_STATUS_LOCKED;
                }
                if (flag)
                {
                    this._show_BoxNode(model.lastUnlockLevelIndex, "0", COM_LEVEL_STATUS.COM_LEVEL_STATUS_LOCKED, true);
                }
            }
        }