コード例 #1
0
        private void RefreshTroopDonationProgress()
        {
            TroopDonationTrackController troopDonationTrackController = Service.Get <TroopDonationTrackController>();
            bool flag = troopDonationTrackController.IsTroopDonationProgressComplete();

            this.completeGroup.Visible = flag;
            this.progressGroup.Visible = !flag;
            if (flag)
            {
                Service.Get <ViewTimeEngine>().RegisterClockTimeObserver(this, 1f);
                this.UpdateCountDownTimer();
                return;
            }
            Service.Get <ViewTimeEngine>().UnregisterClockTimeObserver(this);
            this.UpdateInProgress();
        }
コード例 #2
0
        private void UpdateCountDownTimer()
        {
            TroopDonationTrackController troopDonationTrackController = Service.Get <TroopDonationTrackController>();
            int timeRemainingUntilNextProgressTrack = troopDonationTrackController.GetTimeRemainingUntilNextProgressTrack();

            if (timeRemainingUntilNextProgressTrack <= 0)
            {
                this.RefreshTroopDonationProgress();
                return;
            }
            string text = LangUtils.FormatTime((long)timeRemainingUntilNextProgressTrack);

            this.countdownTimerLabel.Text = this.lang.Get("PERK_CHAT_DONATE_TIMER", new object[]
            {
                text
            });
        }
コード例 #3
0
        private void UpdateInProgress()
        {
            TroopDonationTrackController troopDonationTrackController = Service.Get <TroopDonationTrackController>();
            int num = troopDonationTrackController.GetTroopDonationProgressAmount();
            int sQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD = GameConstants.SQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD;

            if (num > sQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD)
            {
                num = sQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD;
            }
            this.progressAmountLabel.Text = this.lang.Get("PERK_CHAT_DONATE_PROGRESS", new object[]
            {
                num,
                sQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD
            });
            this.progressBar.Value = (float)num / (float)sQUADPERK_DONATION_REPUTATION_AWARD_THRESHOLD;
        }