public static List <ConceptCardSkillDatailData> CreateConceptCardSkillDatailData(AbilityData abilityData) { List <ConceptCardSkillDatailData> cardSkillDatailDataList = new List <ConceptCardSkillDatailData>(); if (abilityData == null) { return(cardSkillDatailDataList); } ConceptCardEquipEffect fromAbility = ConceptCardEquipEffect.CreateFromAbility(abilityData); for (int index = 0; index < abilityData.LearningSkills.Length; ++index) { LearningSkill learning_skill = abilityData.LearningSkills[index]; if (learning_skill != null) { ConceptCardDetailAbility.ShowType _type = ConceptCardDetailAbility.ShowType.Ability; SkillData data = abilityData.Skills.Find((Predicate <SkillData>)(x => x.SkillParam.iname == learning_skill.iname)); if (data == null) { SkillParam skillParam = MonoSingleton <GameManager> .Instance.MasterParam.GetSkillParam(learning_skill.iname); data = new SkillData(); data.Setup(skillParam.iname, 1, 1, (MasterParam)null); _type = ConceptCardDetailAbility.ShowType.LockSkill; } if (cardSkillDatailDataList.FindIndex((Predicate <ConceptCardSkillDatailData>)(abi => abi.skill_data.SkillParam.iname == data.SkillParam.iname)) <= -1) { cardSkillDatailDataList.Add(new ConceptCardSkillDatailData(fromAbility, data, _type, learning_skill)); } } } return(cardSkillDatailDataList); }
public void CreateSkinPrefab() { List <ConceptCardEquipEffect> equipEffects = this.mConceptCardData.EquipEffects; int index1 = 0; if (equipEffects != null) { for (int index2 = 0; index2 < equipEffects.Count; ++index2) { ConceptCardEquipEffect effect = equipEffects[index2]; if (!string.IsNullOrEmpty(effect.Skin)) { ConceptCardDetailSkin conceptCardDetailSkin; if (this.Skin.Count <= index1) { conceptCardDetailSkin = (ConceptCardDetailSkin)Object.Instantiate <ConceptCardDetailSkin>((M0)this.SkinPrefab); this.Skin.Add(conceptCardDetailSkin); } else { conceptCardDetailSkin = this.Skin[index1]; } ((Component)conceptCardDetailSkin).get_gameObject().SetActive(true); ((Component)conceptCardDetailSkin).get_transform().SetParent(((Component)this.SkinPrefab).get_transform().get_parent(), false); conceptCardDetailSkin.SetEquipEffect(effect); ++index1; } } } for (int index2 = index1; index2 < this.Skin.Count; ++index2) { ((Component)this.Skin[index2]).get_gameObject().SetActive(false); } }
public void SetSkillData(ConceptCardEquipEffect effect) { SkillData cardSkill = effect.CardSkill; if (cardSkill == null) { return; } this.SetText(this.mAbilityName, cardSkill.Name); StringBuilder stringBuilder = new StringBuilder(); List <BuffEffect.BuffTarget> targets = cardSkill.mTargetBuffEffect.targets; for (int index = 0; index < targets.Count; ++index) { BuffEffect.BuffTarget target = targets[index]; stringBuilder.Append(effect.GetBufText(cardSkill.mTargetBuffEffect, target)); } UnitGroupParam unitGroup = MonoSingleton <GameManager> .Instance.MasterParam.GetUnitGroup(cardSkill.mTargetBuffEffect.param.un_group); if (unitGroup != null && !string.IsNullOrEmpty(unitGroup.name)) { stringBuilder.Append(LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_NEW_LINE")); stringBuilder.Append(LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_GROUP", (object)unitGroup.name, (object)unitGroup.GetGroupUnitAllNameText())); } this.SetText(this.mDescriptionText, stringBuilder.ToString()); }
private static void GetBonusStatus(SkillData groupSkill, ConceptCardData currentCardData, int levelCap, int awakeCountCap, int level, int awakeCount, ref BaseStatus bonusAdd, ref BaseStatus bonusScale, bool includeMaxPowerUp) { if (currentCardData.EquipEffects == null) { return; } using (List <ConceptCardEquipEffect> .Enumerator enumerator = currentCardData.EquipEffects.GetEnumerator()) { while (enumerator.MoveNext()) { ConceptCardEquipEffect current = enumerator.Current; if (current.CardSkill != null && current.CardSkill.Name == groupSkill.Name) { current.GetAddCardSkillBuffStatusAwake(awakeCount, awakeCountCap, ref bonusAdd, ref bonusScale); if (!includeMaxPowerUp || level != levelCap || awakeCount != awakeCountCap) { break; } BaseStatus total_add = new BaseStatus(); BaseStatus total_scale = new BaseStatus(); current.GetAddCardSkillBuffStatusLvMax(level, levelCap, awakeCount, ref total_add, ref total_scale); bonusAdd.Add(total_add); bonusScale.Add(total_scale); break; } } } }
public static ConceptCardSkillDatailData CreateConceptCardSkillDatailData(SkillData groupSkill) { ConceptCardSkillDatailData cardSkillDatailData = (ConceptCardSkillDatailData)null; if (groupSkill == null) { return(cardSkillDatailData); } return(new ConceptCardSkillDatailData(ConceptCardEquipEffect.CreateFromGroupSkill(groupSkill), groupSkill, ConceptCardDetailAbility.ShowType.Skill, (LearningSkill)null)); }
public void SetAbilityData(ConceptCardEquipEffect effect) { AbilityData ability = effect.Ability; if (ability == null) { return; } this.SetText(this.mAbilityName, ability.Param.name); this.SetText(this.mDescriptionText, ability.Param.expr); }
private void UpdateEquipEffect() { this.mEquipEffects = (List <ConceptCardEquipEffect>)null; if (this.mConceptCardParam.effects != null && this.mConceptCardParam.effects.Length > 0) { this.mEquipEffects = new List <ConceptCardEquipEffect>(); for (int index = 0; index < this.mConceptCardParam.effects.Length; ++index) { ConceptCardEquipEffect conceptCardEquipEffect = new ConceptCardEquipEffect(); conceptCardEquipEffect.Setup(this.mConceptCardParam.effects[index], (int)this.Lv, (int)this.LvCap, (int)this.AwakeCount, this.AwakeCountCap); this.mEquipEffects.Add(conceptCardEquipEffect); } } this.UpdateStatus(ref this.mFixStatus, ref this.mScaleSatus); }
public List <ConceptCardEquipEffect> GetCardSkills() { List <ConceptCardEquipEffect> conceptCardEquipEffectList = new List <ConceptCardEquipEffect>(); if (this.mEquipEffects == null) { return(conceptCardEquipEffectList); } for (int index = 0; index < this.mEquipEffects.Count; ++index) { ConceptCardEquipEffect mEquipEffect = this.mEquipEffects[index]; if (mEquipEffect.CardSkill != null) { conceptCardEquipEffectList.Add(mEquipEffect); } } return(conceptCardEquipEffectList); }
public void SetEquipEffect(ConceptCardEquipEffect effect) { this.mConceptCardEquipEffect = effect; }