Esempio n. 1
0
 private void RequestBuff()
 {
     if (this.m_Owner == null)
     {
         return;
     }
     for (int index1 = 0; index1 < this.m_Owner.BuffAttachments.Count; ++index1)
     {
         BuffAttachment buffAttachment = this.m_Owner.BuffAttachments[index1];
         if (!(bool)buffAttachment.IsPassive && this.GetObject(buffAttachment) == null)
         {
             foreach (UnitBuffDisplayNode.Param obj in UnitBuffDisplayNode.CreateParams(this, this.m_Owner, buffAttachment))
             {
                 UnitBuffDisplay.Object @object = (UnitBuffDisplay.Object)null;
                 for (int index2 = 0; index2 < this.m_Objects.Count; ++index2)
                 {
                     if (this.m_Objects[index2].IsEqual(obj))
                     {
                         @object = this.m_Objects[index2];
                         break;
                     }
                 }
                 if (@object == null)
                 {
                     this.m_Objects.Add(new UnitBuffDisplay.Object(obj));
                 }
                 else
                 {
                     @object.Add(obj);
                 }
             }
         }
     }
 }
Esempio n. 2
0
 private void Release()
 {
     for (int index = 0; index < this.m_Objects.Count; ++index)
     {
         this.RemoveNode(this.m_Objects[index]);
     }
     this.m_Objects.Clear();
     this.m_DispObjects.Clear();
     this.m_CurrentObject = (UnitBuffDisplay.Object)null;
     this.m_Owner         = (Unit)null;
 }
Esempio n. 3
0
 private void RemoveNode(UnitBuffDisplay.Object obj)
 {
     if (UnityEngine.Object.op_Inequality((UnityEngine.Object)obj.node, (UnityEngine.Object)null))
     {
         UnityEngine.Object.Destroy((UnityEngine.Object)((Component)obj.node).get_gameObject());
         obj.node = (UnitBuffDisplayNode)null;
     }
     if (this.m_CurrentObject != obj)
     {
         return;
     }
     this.m_CurrentObject = (UnitBuffDisplay.Object)null;
 }
Esempio n. 4
0
        private void CreateNode(UnitBuffDisplay.Object obj)
        {
            if (this.m_CurrentObject != null)
            {
                this.RemoveNode(this.m_CurrentObject);
            }
            GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)((Component)this.m_NodeRoot).get_gameObject());

            if (UnityEngine.Object.op_Inequality((UnityEngine.Object)gameObject, (UnityEngine.Object)null))
            {
                obj.node = (UnitBuffDisplayNode)gameObject.GetComponent <UnitBuffDisplayNode>();
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object)obj.node, (UnityEngine.Object)null))
                {
                    obj.node.Setup(obj.paramlist[0]);
                    gameObject.get_transform().SetParent(this.m_Root.get_transform(), false);
                }
                gameObject.SetActive(true);
            }
            this.m_Time          = 0.0f;
            this.m_CurrentObject = obj;
        }
Esempio n. 5
0
 private void UpdateBuff()
 {
     this.m_DispObjects.Clear();
     for (int index1 = 0; index1 < this.m_Objects.Count; ++index1)
     {
         UnitBuffDisplay.Object @object = this.m_Objects[index1];
         for (int index2 = 0; index2 < @object.paramlist.Count; ++index2)
         {
             if ([email protected][index2].isAlive)
             {
                 @object.Remove(@object.paramlist[index2]);
                 --index2;
             }
         }
         if (@object.paramlist.Count == 0)
         {
             this.RemoveNode(@object);
             this.m_Objects.Remove(@object);
             --index1;
         }
         else
         {
             bool flag = false;
             for (int index2 = 0; index2 < @object.paramlist.Count; ++index2)
             {
                 if (@object.paramlist[index2].isNeedDispOn)
                 {
                     flag = true;
                     break;
                 }
             }
             if (flag)
             {
                 this.m_DispObjects.Add(@object);
             }
         }
     }
 }