public void SetUnitToActivePartySlot() { PartyUnitSlot active = PartyUnitSlot.Active; UnitData dataOfClass1 = DataSource.FindDataOfClass <UnitData>(((Component)this).get_gameObject(), (UnitData)null); if (!Object.op_Inequality((Object)active, (Object)null)) { return; } PartyData dataOfClass2 = DataSource.FindDataOfClass <PartyData>(((Component)active).get_gameObject(), (PartyData)null); if (dataOfClass1 != null) { for (int index = 0; index < dataOfClass2.MAX_UNIT; ++index) { if (dataOfClass2.GetUnitUniqueID(index) == dataOfClass1.UniqueID) { dataOfClass2.SetUnitUniqueID(index, 0L); } } dataOfClass2.SetUnitUniqueID(active.Index, dataOfClass1.UniqueID); } else { dataOfClass2.SetUnitUniqueID(active.Index, 0L); } FlowNodeEvent <FlowNode_OnPartyChange> .Invoke(); }
public void Select() { PartyUnitSlot.Active = this; }