public void SetTurretResult(Entity turret, float expReward, int previousUpgradeLevel, int[] levels, BattleResultsTextTemplatesComponent textTemplates) { this.turretResult.SetProgress(turret, expReward, previousUpgradeLevel, levels, textTemplates); }
public void SetHullResult(Entity hull, float expReward, int previousUpgradeLevel, int[] levels, BattleResultsTextTemplatesComponent textTemplates) { this.hullResult.SetProgress(hull, expReward, previousUpgradeLevel, levels, textTemplates); }
public void SetExperienceResult(float expReward, int[] levels, BattleResultsTextTemplatesComponent textTemplates) { this.experienceResult.SetProgress(expReward, levels, textTemplates); }
protected void SetProgress(float expReward, int[] levels, LevelInfo currentLevelInfo, BattleResultsTextTemplatesComponent textTemplates) { this.currentLevelInfo = currentLevelInfo; this.previousLevelInfo = LevelInfo.Get(currentLevelInfo.AbsolutExperience - ((long)expReward), levels); if (this.previousLevelInfo.IsMaxLevel) { this.experienceProgress.Set(1f, 1f); this.expRewardUI.text = string.Empty; } else { this.previousProgress = Mathf.Clamp01(((float)this.previousLevelInfo.Experience) / ((float)this.previousLevelInfo.MaxExperience)); this.experienceProgress.Set(this.previousProgress, this.previousProgress); this.isLevelUp = currentLevelInfo.Level > this.previousLevelInfo.Level; this.nextLevel = this.previousLevelInfo.Level + 1; this.expRewardUI.text = string.Format(textTemplates.EarnedExperienceTextTemplate, expReward); } }
public void SetProgress(Entity itemEntity, float expReward, int previousUpgradeLevel, int[] levels, BattleResultsTextTemplatesComponent textTemplates) { TankPartItem item = GarageItemsRegistry.GetItem <TankPartItem>(itemEntity.GetComponent <MarketItemGroupComponent>().Key); this.name.text = item.Name; bool flag2 = item.UpgradeLevel == UpgradablePropertiesUtils.MAX_LEVEL; LevelInfo currentLevelInfo = LevelInfo.Get((previousUpgradeLevel != UpgradablePropertiesUtils.MAX_LEVEL) ? (!flag2 ? ((long)item.AbsExperience) : ((long)levels[levels.Length - 1])) : (levels[levels.Length - 1] + ((long)expReward)), levels); base.SetProgress(expReward, levels, currentLevelInfo, textTemplates); }
public void SetProgress(float expReward, int[] levels, BattleResultsTextTemplatesComponent textTemplates) { LevelInfo currentLevelInfo = this.SendEvent <GetUserLevelInfoEvent>(SelfUserComponent.SelfUser).Info; base.SetProgress(expReward, levels, currentLevelInfo, textTemplates); }