public void Refresh(bool is_quest, FlowNode_HealApWindow heal_ap_window) { this.mHealItemList = MonoSingleton <GameManager> .Instance.Player.Items.Where <ItemData>((Func <ItemData, bool>)(x => x.ItemType == EItemType.ApHeal)).ToList <ItemData>(); for (int index = 0; index < this.mHealItemList.Count; ++index) { if (this.mHealItemList[index].Num > 0) { GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate <GameObject>((M0)this.mItemBase); ((ListItemEvents)gameObject.GetComponent <ListItemEvents>()).OnSelect = new ListItemEvents.ListItemEvent(this.OnSelect); DataSource.Bind <ItemData>(gameObject, this.mHealItemList[index]); gameObject.get_transform().SetParent(this.mItemParent.get_transform(), false); } } this.mItemBase.SetActive(false); if (is_quest && !string.IsNullOrEmpty(GlobalVars.SelectedQuestID)) { this.mQuestParam = MonoSingleton <GameManager> .Instance.FindQuest(GlobalVars.SelectedQuestID); } this.QuestInfo.SetActive(this.mQuestParam != null); this.silder.set_maxValue((float)MonoSingleton <GameManager> .Instance.Player.StaminaStockCap); this.silder.set_minValue(0.0f); PlayerData player = MonoSingleton <GameManager> .Instance.Player; this.silder.set_value((float)player.Stamina); this.now_ap.set_text(player.Stamina.ToString()); this.max_ap.set_text(player.StaminaStockCap.ToString()); if (this.mQuestParam != null) { PartyWindow2 componentInChildren = (PartyWindow2)((Component)heal_ap_window).get_gameObject().GetComponentInChildren <PartyWindow2>(); int num = this.mQuestParam.RequiredApWithPlayerLv(player.Lv, true); if (UnityEngine.Object.op_Inequality((UnityEngine.Object)componentInChildren, (UnityEngine.Object)null) && UnityEngine.Object.op_Inequality((UnityEngine.Object)componentInChildren.RaidSettings, (UnityEngine.Object)null) && componentInChildren.MultiRaidNum > 0) { num *= componentInChildren.MultiRaidNum; } this.LackAp.set_text(LocalizedText.Get("sys.TEXT_APHEAL_LACK_POINT", new object[1] { (object)(num - player.Stamina) })); } this.heal_coin_text.set_text(LocalizedText.Get("sys.SKIPBATTLE_HEAL_NUM", new object[1] { (object)MonoSingleton <GameManager> .Instance.MasterParam.FixParam.StaminaAdd.ToString() })); this.heal_coin_num.set_text(player.GetStaminaRecoveryCost(false).ToString()); if (player.StaminaStockCap <= player.Stamina) { UIUtility.SystemMessage((string)null, LocalizedText.Get("sys.STAMINAFULL"), (UIUtility.DialogResultEvent)(go => FlowNode_GameObject.ActivateOutputLinks((Component)this, 2)), (GameObject)null, false, -1); } this.pre_ap.set_text(player.Stamina.ToString()); }
public void Refresh(bool is_quest, FlowNode_HealApWindow heal_ap_window) { PartyWindow2 componentInChildren = (PartyWindow2)((Component)heal_ap_window).get_gameObject().GetComponentInChildren <PartyWindow2>(); this.Refresh(is_quest, componentInChildren); }