public void Init(Reward.Type rewardType, int rewardAmount, int numSegments, int numActiveSegments, InnKeeperTrigger trigger) { this.m_innkeeperTrigger = trigger; this.m_numActiveSegments = numActiveSegments; Vector3 position = this.m_segmentContainer.transform.position; float num = 0f; float num2 = 0f; for (int i = 0; i < numSegments; i++) { GamesWonIndicatorSegment.Type lEFT; if (i == 0) { lEFT = GamesWonIndicatorSegment.Type.LEFT; } else if (i == (numSegments - 1)) { lEFT = GamesWonIndicatorSegment.Type.RIGHT; } else { lEFT = GamesWonIndicatorSegment.Type.MIDDLE; } bool hideCrown = i >= (numActiveSegments - 1); GamesWonIndicatorSegment item = UnityEngine.Object.Instantiate <GamesWonIndicatorSegment>(this.m_gamesWonSegmentPrefab); item.Init(lEFT, rewardType, rewardAmount, hideCrown); item.transform.parent = this.m_segmentContainer.transform; item.transform.localScale = Vector3.one; float num4 = item.GetWidth() - 0.01f; if (lEFT != GamesWonIndicatorSegment.Type.RIGHT) { position.x += num4; } else { position.x -= 0.01f; } item.transform.position = position; item.transform.rotation = Quaternion.identity; num = num4; num2 += num4; this.m_segments.Add(item); } Vector3 vector2 = this.m_segmentContainer.transform.position; vector2.x -= num2 / 2f; vector2.x += num / 5f; this.m_segmentContainer.transform.position = vector2; object[] args = new object[] { this.m_numActiveSegments, numSegments }; this.m_winCountText.Text = GameStrings.Format("GAMEPLAY_WIN_REWARD_PROGRESS", args); }
public void Init(Reward.Type rewardType, int rewardAmount, int numSegments, int numActiveSegments, InnKeeperTrigger trigger) { object[] objArray1 = new object[] { rewardType, rewardAmount, numSegments, numActiveSegments, trigger }; base.method_8("Init", objArray1); }