public void StartLevelupAnimation(ConceptCardDetailLevel.EffectCallBack cb) { this.mCallback = cb; this.mAddExp = 0; this.mAddTrust = 0; this.mEnhance = false; bool bLevelUpEffect = this.Master.CalcConceptCardLevel((int)this.mConceptCardData.Rarity, this.mExpStart, (int)this.mConceptCardData.CurrentLvCap) < this.Master.CalcConceptCardLevel((int)this.mConceptCardData.Rarity, this.mExpEnd, (int)this.mConceptCardData.CurrentLvCap); bool bTrustUpEffect = this.mTrustStart < this.mTrustEnd; this.mExpEnd = Mathf.Min(MonoSingleton <GameManager> .Instance.MasterParam.GetConceptCardLevelExp((int)this.mConceptCardData.Rarity, (int)this.mConceptCardData.CurrentLvCap), this.mExpEnd); this.StartCoroutine(this.LevelupUpdate(this.mConceptCardData, bLevelUpEffect, bTrustUpEffect)); }
public void StartGroupSkillPowerUpAnimation(ConceptCardDetailLevel.EffectCallBack cb) { this.mCallback = cb; int num1 = this.Master.CalcConceptCardLevel((int)this.mConceptCardData.Rarity, this.mExpStart, (int)this.mConceptCardData.CurrentLvCap); bool bGroupSkillPowerUp = this.mAddAwakeLv > 0; ConceptCardEffectRoutine.EffectAltData altData = new ConceptCardEffectRoutine.EffectAltData(); int num2 = this.mAddAwakeLv / (int)MonoSingleton <GameManager> .Instance.MasterParam.FixParam.CardAwakeUnlockLevelCap; altData.prevAwakeCount = (int)this.mConceptCardData.AwakeCount - num2; altData.prevLevel = num1; this.StartCoroutine(this.GroupSkillPowerUpUpdate(this.mConceptCardData, bGroupSkillPowerUp, altData)); }
public void StartTrustMasterAnimation(ConceptCardDetailLevel.EffectCallBack cb) { this.mCallback = cb; this.StartCoroutine(this.TrustMasterUpdate(this.mConceptCardData, this.mConceptCardData.GetReward() != null && this.mTrustStart < this.mTrustEnd && this.mTrustEnd >= (int)MonoSingleton <GameManager> .Instance.MasterParam.FixParam.CardTrustMax)); }
public void StartAwakeAnimation(ConceptCardDetailLevel.EffectCallBack cb) { this.mCallback = cb; this.StartCoroutine(this.AwakeUpdate(this.mAddAwakeLv > 0)); }