// Token: 0x060105B4 RID: 66996 RVA: 0x00444B9C File Offset: 0x00442D9C public void InitHeroEquipmentItem(EquipmentBagItem equipment, int slot, int heroId) { if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitHeroEquipmentItemEquipmentBagItemInt32Int32_hotfix != null) { this.m_InitHeroEquipmentItemEquipmentBagItemInt32Int32_hotfix.call(new object[] { this, equipment, slot, heroId }); return; } BJLuaObjHelper.IsSkipLuaHotfix = false; base.gameObject.SetActive(true); this.Slot = slot; this.Equipment = equipment; IConfigDataLoader configDataLoader = GameManager.Instance.ConfigDataLoader as IConfigDataLoader; ProjectLPlayerContext projectLPlayerContext = GameManager.Instance.PlayerContext as ProjectLPlayerContext; CommonUIStateController component = base.gameObject.GetComponent <CommonUIStateController>(); if (equipment != null) { ConfigDataEquipmentInfo equipmentInfo = this.Equipment.EquipmentInfo; component.SetToUIState("Have", false, true); this.m_iconImg.sprite = AssetUtility.Instance.GetSprite(equipmentInfo.Icon); this.m_iconBg.sprite = AssetUtility.Instance.GetSprite(UIUtility.GetGoodsFrameNameByRank(equipmentInfo.Rank)); this.m_nameText.text = equipmentInfo.Name; int levelLimit = configDataLoader.GetConfigDataEquipmentLevelLimitInfo(equipment.StarLevel).LevelLimit; this.m_lvText.text = equipment.Level + "/" + levelLimit; UIUtility.SetGameObjectChildrenActiveCount(this.m_starGroupg, equipment.StarLevel); this.m_iconSSREffect.SetActive(UIUtility.IsRankSSR(equipmentInfo.Rank)); if (equipment.IsEnchant()) { this.m_runeIconStateCtrl.gameObject.SetActive(true); ConfigDataResonanceInfo configDataResonanceInfo = configDataLoader.GetConfigDataResonanceInfo(equipment.ResonanceId); int equipmentResonanceNums = projectLPlayerContext.GetEquipmentResonanceNums(equipment.InstanceId); if (equipmentResonanceNums >= 2) { this.m_runeIconStateCtrl.SetToUIState("Active", false, true); this.m_runeActiveIcon.sprite = AssetUtility.Instance.GetSprite(configDataResonanceInfo.ActiveIcon); } else { this.m_runeIconStateCtrl.SetToUIState("Unactive", false, true); this.m_runeInactiveIcon.sprite = AssetUtility.Instance.GetSprite(configDataResonanceInfo.InactiveIcon); } } else { this.m_runeIconStateCtrl.gameObject.SetActive(false); } } else { component.SetToUIState("NotHave", false, true); } this.m_redMarkGo.SetActive(projectLPlayerContext.HasBetterEquipmentBySlotId(heroId, slot)); }