public bool GetAdvanceSkinPrefabName(out string prefabPath, uint skinId, int level, int inLOD = -1) { prefabPath = string.Empty; int num; if (inLOD < 0 || inLOD > 2) { num = GameSettings.ModelLOD; } else { num = inLOD; } if (Singleton <BattleLogic> .GetInstance().GetCurLvelContext() != null && !Singleton <BattleLogic> .GetInstance().GetCurLvelContext().IsMobaMode()) { num--; } num = Mathf.Clamp(num, 0, 2); if (skinId >= 1u && (ulong)skinId <= (ulong)((long)this.SkinPrefab.Length)) { SkinElement skinElement = this.SkinPrefab[(int)((UIntPtr)(skinId - 1u))]; if (skinElement != null) { for (int i = 0; i < skinElement.AdvanceSkin.Length; i++) { if (skinElement.AdvanceSkin[i] != null && skinElement.AdvanceSkin[i].Level == level) { prefabPath = skinElement.AdvanceSkin[i].ArtSkinPrefabLOD[num]; return(true); } } } } return(false); }
public int GetAdvanceSkinIndexByLevel(uint skinId, int level) { int num = 0; if ((skinId >= 1) && (skinId <= this.SkinPrefab.Length)) { SkinElement element = this.SkinPrefab[(int)((IntPtr)(skinId - 1))]; if (element == null) { return(num); } for (int i = 0; i < element.AdvanceSkin.Length; i++) { if (element.AdvanceSkin[i] != null) { if (level < element.AdvanceSkin[i].Level) { return(i); } num = i + 1; } } } return(num); }
public bool GetAdvanceSkinPrefabName(out string prefabPath, uint skinId, int level, int inLOD = -1) { prefabPath = string.Empty; int modelLOD = 0; if ((inLOD < 0) || (inLOD > 2)) { modelLOD = GameSettings.ModelLOD; } else { modelLOD = inLOD; } if ((Singleton <BattleLogic> .GetInstance().GetCurLvelContext() != null) && !Singleton <BattleLogic> .GetInstance().GetCurLvelContext().IsMobaMode()) { modelLOD--; } modelLOD = Mathf.Clamp(modelLOD, 0, 2); if ((skinId >= 1) && (skinId <= this.SkinPrefab.Length)) { SkinElement element = this.SkinPrefab[(int)((IntPtr)(skinId - 1))]; if (element != null) { for (int i = 0; i < element.AdvanceSkin.Length; i++) { if ((element.AdvanceSkin[i] != null) && (element.AdvanceSkin[i].Level == level)) { prefabPath = element.AdvanceSkin[i].ArtSkinPrefabLOD[modelLOD]; return(true); } } } } return(false); }
public string GetLevelUpEftPath(int level) { if (this.m_skinId > 0u && this.actor.ValueComponent.actorSoulLevel > 1 && this.actor.CharInfo != null && this.actor.CharInfo.SkinPrefab != null && this.m_skinId >= 1u && (ulong)this.m_skinId <= (ulong)((long)this.actor.CharInfo.SkinPrefab.Length)) { SkinElement skinElement = this.actor.CharInfo.SkinPrefab[(int)((uint)((UIntPtr)(this.m_skinId - 1u)))]; if (skinElement != null && skinElement.AdvanceSkin != null) { for (int i = 0; i < skinElement.AdvanceSkin.Length; i++) { if (skinElement.AdvanceSkin[i] != null && level == skinElement.AdvanceSkin[i].Level) { StringBuilder stringBuilder = new StringBuilder(this.GetSkinEffectPath()); stringBuilder.AppendFormat("/levelUpEftPath{0}", i + 1); return(stringBuilder.ToString()); } } } } return(string.Empty); }
public string GetLevelUpEftPath(int level) { if ((((this.m_skinId > 0) && (base.actor.ValueComponent.actorSoulLevel > 1)) && ((base.actor.CharInfo != null) && (base.actor.CharInfo.SkinPrefab != null))) && ((this.m_skinId >= 1) && (this.m_skinId <= base.actor.CharInfo.SkinPrefab.Length))) { SkinElement element = base.actor.CharInfo.SkinPrefab[(int)((IntPtr)(this.m_skinId - 1))]; if ((element != null) && (element.AdvanceSkin != null)) { for (int i = 0; i < element.AdvanceSkin.Length; i++) { if ((element.AdvanceSkin[i] != null) && (level == element.AdvanceSkin[i].Level)) { StringBuilder builder = new StringBuilder(this.GetSkinEffectPath()); builder.AppendFormat("/levelUpEftPath{0}", i + 1); return(builder.ToString()); } } } } return(string.Empty); }
public void PreLoadAdvanceSkin(List <AssetLoadBase> mesPrefabs, uint skinId, int inLOD = -1) { if (mesPrefabs == null) { return; } int num; if (inLOD < 0 || inLOD > 2) { num = GameSettings.ModelLOD; } else { num = inLOD; } if (Singleton <BattleLogic> .GetInstance().GetCurLvelContext() != null && !Singleton <BattleLogic> .GetInstance().GetCurLvelContext().IsMobaMode()) { num--; } num = Mathf.Clamp(num, 0, 2); if (skinId >= 1u && (ulong)skinId <= (ulong)((long)this.SkinPrefab.Length)) { SkinElement skinElement = this.SkinPrefab[(int)((UIntPtr)(skinId - 1u))]; if (skinElement != null) { for (int i = 0; i < skinElement.AdvanceSkin.Length; i++) { if (skinElement.AdvanceSkin[i] != null && !string.IsNullOrEmpty(skinElement.AdvanceSkin[i].ArtSkinPrefabLOD[num])) { mesPrefabs.Add(new AssetLoadBase { assetPath = skinElement.AdvanceSkin[i].ArtSkinPrefabLOD[num] }); } } } } }
public void PreLoadAdvanceSkin(List <AssetLoadBase> mesPrefabs, uint skinId, int inLOD = -1) { if (mesPrefabs != null) { int modelLOD = 0; if ((inLOD < 0) || (inLOD > 2)) { modelLOD = GameSettings.ModelLOD; } else { modelLOD = inLOD; } if ((Singleton <BattleLogic> .GetInstance().GetCurLvelContext() != null) && !Singleton <BattleLogic> .GetInstance().GetCurLvelContext().IsMobaMode()) { modelLOD--; } modelLOD = Mathf.Clamp(modelLOD, 0, 2); if ((skinId >= 1) && (skinId <= this.SkinPrefab.Length)) { SkinElement element = this.SkinPrefab[(int)((IntPtr)(skinId - 1))]; if (element != null) { for (int i = 0; i < element.AdvanceSkin.Length; i++) { if ((element.AdvanceSkin[i] != null) && !string.IsNullOrEmpty(element.AdvanceSkin[i].ArtSkinPrefabLOD[modelLOD])) { AssetLoadBase item = new AssetLoadBase { assetPath = element.AdvanceSkin[i].ArtSkinPrefabLOD[modelLOD] }; mesPrefabs.Add(item); } } } } } }
public int GetAdvanceSkinIndexByLevel(uint skinId, int level) { int result = 0; if (skinId >= 1u && (ulong)skinId <= (ulong)((long)this.SkinPrefab.Length)) { SkinElement skinElement = this.SkinPrefab[(int)((UIntPtr)(skinId - 1u))]; if (skinElement != null) { for (int i = 0; i < skinElement.AdvanceSkin.Length; i++) { if (skinElement.AdvanceSkin[i] != null) { if (level < skinElement.AdvanceSkin[i].Level) { return(i); } result = i + 1; } } } } return(result); }