public void IncreaseGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode, int index) { if (execEvolveId == 0) { float num = _GetIncreaseValue(atkType, atkMode); if (!(num <= 0f)) { float num2 = gauge[index]; gauge[index] += owner.CalcWaveMatchSpGauge(num); if (gauge[index] > 1000f) { gauge[index] = 1000f; } if (isSelf && index == owner.weaponIndex && num2 != gauge[index]) { MonoBehaviourSingleton <UIPlayerStatus> .I.SetEvolveRate(gauge[index] / 1000f); MonoBehaviourSingleton <UIEnduranceStatus> .I.SetEvolveRate(gauge[index] / 1000f); if (IsGaugeFull()) { MonoBehaviourSingleton <UIPlayerStatus> .I.PlayChangeEvolveIcon(true); MonoBehaviourSingleton <UIEnduranceStatus> .I.PlayChangeEvolveIcon(true); } } } } }
private float _GetIncreaseValue(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode) { EQUIPMENT_TYPE eQUIPMENT_TYPE = Player.ConvertAttackModeToEquipmentType(atkMode); int i = 0; for (int num = parameter.gaugeInfo.Length; i < num; i++) { InGameSettingsManager.Evolve.GaugeInfo gaugeInfo = parameter.gaugeInfo[i]; if (gaugeInfo.type == eQUIPMENT_TYPE) { return(gaugeInfo.value); } } return(0f); }
public void IncreaseCurrentGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode) { IncreaseGauge(atkType, atkMode, owner.weaponIndex); }