private void OnCloseDialog() { //IL_0203: Unknown result type (might be due to invalid IL or missing references) object eventData = GameSection.GetEventData(); bool flag = false; if (eventData is StatusEquip.ChangeEquipData) { StatusEquip.ChangeEquipData changeEquipData = eventData as StatusEquip.ChangeEquipData; flag = (changeEquipData.item != localEquipSets[changeEquipData.setNo].item[changeEquipData.index]); if (showEquipMode) { localEquipSets[changeEquipData.setNo].item[changeEquipData.index] = changeEquipData.item; MonoBehaviourSingleton <StatusManager> .I.ReplaceEquipItem(localEquipSets[changeEquipData.setNo], changeEquipData.setNo, changeEquipData.index); } else { StatusManager.LocalVisual localVisualEquip = MonoBehaviourSingleton <StatusManager> .I.GetLocalVisualEquip(); int index = changeEquipData.index; ulong num = (localVisualEquip.visualItem[index] == null) ? 0 : localVisualEquip.visualItem[index].uniqueID; localVisualEquip.visualItem[index] = changeEquipData.item; ulong num2 = (localVisualEquip.visualItem[index] == null) ? 0 : localVisualEquip.visualItem[index].uniqueID; } if (flag) { localEquipSet = localEquipSets[changeEquipData.setNo]; } } else if (eventData is StatusEquip.ChangeEquipData[]) { StatusEquip.ChangeEquipData[] array = eventData as StatusEquip.ChangeEquipData[]; for (int i = 0; i < array.Length; i++) { if ((array[i].index != 0 || array[i].item != null) && (array[i].index != 3 || array[i].item != null)) { localEquipSets[array[i].setNo].item[array[i].index] = array[i].item; MonoBehaviourSingleton <StatusManager> .I.ReplaceEquipItem(localEquipSets[array[i].setNo], array[i].setNo, array[i].index); flag = true; } } } if (flag) { localEquipSetUpdate(); RefreshUI(); this.StartCoroutine(ReloadModelByLocalEquipSetCoroutine()); } }
protected override void OnOpen() { object eventData = GameSection.GetEventData(); if (eventData is StatusEquip.ChangeEquipData) { StatusEquip.ChangeEquipData changeEquipData = eventData as StatusEquip.ChangeEquipData; if (showEquipMode) { localEquipSet[changeEquipData.setNo].item[changeEquipData.index] = changeEquipData.item; MonoBehaviourSingleton <StatusManager> .I.ReplaceEquipItem(localEquipSet[changeEquipData.setNo], changeEquipData.setNo, changeEquipData.index); } else { int index = changeEquipData.index; ulong num = (visualEquip.visualItem[index] == null) ? 0 : visualEquip.visualItem[index].uniqueID; visualEquip.visualItem[index] = changeEquipData.item; ulong num2 = (visualEquip.visualItem[index] == null) ? 0 : visualEquip.visualItem[index].uniqueID; if (num != num2) { UpdateModel(); } } } else if (eventData is StatusEquip.ChangeEquipData[]) { StatusEquip.ChangeEquipData[] array = eventData as StatusEquip.ChangeEquipData[]; for (int i = 0; i < array.Length; i++) { if ((array[i].index != 0 || array[i].item != null) && (array[i].index != 3 || array[i].item != null)) { localEquipSet[array[i].setNo].item[array[i].index] = array[i].item; MonoBehaviourSingleton <StatusManager> .I.ReplaceEquipItem(localEquipSet[array[i].setNo], array[i].setNo, array[i].index); } } } else { ResetEquipSetCopy(); } localEquipSetUpdate(); }
private void OnQuery_OK() { weaponIndex = GetToggleIndex(weapons); elementIndex = GetToggleIndex(elements); isCurrent = (GetToggleIndex(states) == 0); MonoBehaviourSingleton <InventoryManager> .I.changeInventoryType = ChangeWeaponTypeToInventoryType(weaponIndex); weaponItemInfoList = MonoBehaviourSingleton <InventoryManager> .I.GetEquipInventoryClone(); if (weaponItemInfoList == null || weaponItemInfoList.Length == 0) { MonoBehaviourSingleton <GameSceneManager> .I.OpenCommonDialog(new CommonDialog.Desc(CommonDialog.TYPE.OK, StringTable.Get(STRING_CATEGORY.AUTO_EQUIP, 0u), null, null, null, null), delegate { }, false, 0); GameSection.StopEvent(); } else { newEquipments = new StatusEquip.ChangeEquipData[7]; selectedWeaponIds = new List <ulong>(3); for (int i = 0; i < newEquipments.Length; i++) { newEquipments[i] = new StatusEquip.ChangeEquipData(selectEquipSetData.setNo, i, null); switch (i) { case 0: SelectWeapon0(); break; case 1: SelectWeapon1(); break; case 2: SelectWeapon2(); break; case 4: SelectHelm(); break; case 3: SelectArmor(); break; case 5: SelectArm(); break; case 6: SelectLeg(); break; } } GameSection.SetEventData(newEquipments); if (isMismatchElem) { GameSection.ChangeEvent("ELMENT_WARNING", null); } else { GameSection.ChangeEvent("COMPLETE", null); } } }