public void UpdateSkillList(Hotfix_LT.Combat.CombatCharacterSyncData character_data) { if (!isShow) { return; } if (character_data == CharacterData) { var emr = character_data.SkillDataList.Values.GetEnumerator(); while (emr.MoveNext()) { Hotfix_LT.Combat.CombatCharacterSyncData.SkillData skilldata = emr.Current; if (skilldata.SkillType != (int)Hotfix_LT.Data.eSkillType.NORMAL && skilldata.SkillType != (int)Hotfix_LT.Data.eSkillType.PASSIVE && skilldata.SkillType != (int)Hotfix_LT.Data.eSkillType.ACTIVE) { continue; } int skillDataIndex = skilldata.Index; CombatSkillItem skillItem = null; skillItem = mDMono.transform.GetChild(skillDataIndex).GetMonoILRComponent <CombatSkillItem>(); if (skilldata != null) { skillItem.mDMono.name = skilldata.SkillType.ToString() + skillDataIndex; skillItem.Fill(skilldata, false, true); } } } }
static StackObject *AssignFromStack_NormalSkillData_7(ref object o, ILIntepreter __intp, StackObject *ptr_of_this_method, IList <object> __mStack) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; Hotfix_LT.Combat.CombatCharacterSyncData.SkillData @NormalSkillData = (Hotfix_LT.Combat.CombatCharacterSyncData.SkillData) typeof(Hotfix_LT.Combat.CombatCharacterSyncData.SkillData).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); ((Hotfix_LT.Combat.CombatCharacterSyncData)o).NormalSkillData = @NormalSkillData; return(ptr_of_this_method); }
static StackObject *get_TypeName_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); Hotfix_LT.Combat.CombatCharacterSyncData.SkillData instance_of_this_method = (Hotfix_LT.Combat.CombatCharacterSyncData.SkillData) typeof(Hotfix_LT.Combat.CombatCharacterSyncData.SkillData).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.TypeName; return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static StackObject *get_MaxCooldown_3(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); Hotfix_LT.Combat.CombatCharacterSyncData.SkillData instance_of_this_method = (Hotfix_LT.Combat.CombatCharacterSyncData.SkillData) typeof(Hotfix_LT.Combat.CombatCharacterSyncData.SkillData).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.MaxCooldown; __ret->ObjectType = ObjectTypes.Integer; __ret->Value = result_of_this_method; return(__ret + 1); }
public void Fill(Hotfix_LT.Combat.CombatCharacterSyncData.SkillData skillData, bool isSelect = false, bool onlyFill = false) { this.Data = skillData; Icon.spriteName = skillData.Icon; LTUIUtil.SetText(NameLabel, skillData.TypeName); SkillSetTool.SkillFrameStateSet(FrameSprite, Hotfix_LT.Data.CharacterTemplateManager.Instance.IsAwakenSkill(skillData.ID)); if (skillData.SkillType == (int)Hotfix_LT.Data.eSkillType.ACTIVE) { CDMaskSprite.fillAmount = (float)skillData.CD / skillData.MaxCooldown; CDMaskSprite.gameObject.SetActive(true); if (skillData.CD > 0) { Icon.color = new Color(255 / 255f, 0, 255 / 255f, 1); LTUIUtil.SetText(CDTurnLabel, skillData.CD.ToString()); } else { Icon.color = Color.white; LTUIUtil.SetText(CDTurnLabel, ""); } } else { if (skillData.CD > 0) { Debug.LogError("Not SpecialSkill But skillCD>0"); } LTUIUtil.SetText(CDTurnLabel, ""); CDMaskSprite.gameObject.SetActive(false); Icon.color = Color.white; } if (!onlyFill) { if (skillData.SkillType == (int)Hotfix_LT.Data.eSkillType.PASSIVE) { PassiveFX.gameObject.SetActive(true); } else { PassiveFX.gameObject.SetActive(false); } SelectedObj.gameObject.SetActive(isSelect); } mDMono.gameObject.CustomSetActive(true); }