private void Update() { long countRecoverySec = MonoSingleton <GameManager> .Instance.Player.GetNextAbilityRankUpCountRecoverySec(); if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.RecoveryTimeText, (UnityEngine.Object)null) && countRecoverySec > 0L) { string minSecString = TimeManager.ToMinSecString(countRecoverySec); if (this.RecoveryTimeText.get_text() != minSecString) { this.RecoveryTimeText.set_text(minSecString); } } if (!UnityEngine.Object.op_Inequality((UnityEngine.Object) this.RecoveryTimeParent, (UnityEngine.Object)null)) { return; } this.RecoveryTimeParent.SetActive(countRecoverySec > 0L); }