// Token: 0x0600DE0E RID: 56846 RVA: 0x003C09A0 File Offset: 0x003BEBA0
        public void InitTrainingSkillItemInfo(TrainingTech tech)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitTrainingSkillItemInfoTrainingTech_hotfix != null)
            {
                this.m_InitTrainingSkillItemInfoTrainingTech_hotfix.call(new object[]
                {
                    this,
                    tech
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            ProjectLPlayerContext projectLPlayerContext = GameManager.Instance.PlayerContext as ProjectLPlayerContext;

            this.TrainingTech = tech;
            this.TechMaxLv    = projectLPlayerContext.GetTechMaxLevel(tech.ConfigId);
            bool flag = tech.Config.TechType == TechDisplayType.TechDisplayType_SoldierLevelUp;

            if (flag)
            {
                IConfigDataLoader     configDataLoader      = GameManager.Instance.ConfigDataLoader as IConfigDataLoader;
                ConfigDataSoldierInfo configDataSoldierInfo = configDataLoader.GetConfigDataSoldierInfo(tech.Config.SoldierIDRelated[0]);
                if (configDataSoldierInfo != null)
                {
                    this.m_soldierNameText.text = configDataSoldierInfo.Name;
                }
                float   scale  = (float)configDataSoldierInfo.UI_ModelScale * 0.012f;
                Vector2 offset = new Vector2((float)configDataSoldierInfo.UI_ModelOffsetX, (float)configDataSoldierInfo.UI_ModelOffsetY) * 1.5f;
                HeroDetailUIController.CreateSpineGraphic(ref this.m_soldierInfoGraphic, configDataSoldierInfo.Model, this.m_graphic, -1, offset, scale, configDataSoldierInfo.ReplaceAnims);
                if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
                {
                    this.m_soldierInfoGraphic.SetColor(UIUtility.MyGrayColor);
                }
                else
                {
                    this.m_soldierInfoGraphic.SetColor(Color.white);
                }
            }
            else if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
            {
                this.m_iconImageGrey.sprite = AssetUtility.Instance.GetSprite(this.TrainingTech.Config.Resource);
            }
            else
            {
                this.m_iconImage.sprite = AssetUtility.Instance.GetSprite(this.TrainingTech.Config.Resource);
            }
            if (projectLPlayerContext.IsTechLocked(tech.ConfigId))
            {
                if (!flag)
                {
                    this.m_stateCtrl.SetToUIState("SkillLock", false, true);
                }
                else
                {
                    this.m_stateCtrl.SetToUIState("SoldierLock", false, true);
                }
                this.m_lvMaxText.SetActive(false);
            }
            else
            {
                if (!flag)
                {
                    this.m_stateCtrl.SetToUIState("SkillNormal", false, true);
                }
                else
                {
                    this.m_stateCtrl.SetToUIState("SoldierNormal", false, true);
                }
                this.m_lvValueText.text = tech.Level + "/" + this.TechMaxLv;
                this.m_lvValueText.gameObject.SetActive(tech.Level < this.TechMaxLv);
                this.m_lvMaxText.SetActive(tech.Level == this.TechMaxLv);
            }
            int num = projectLPlayerContext.CanTechLevelup(tech.ConfigId);

            this.m_redMark.SetActive(!projectLPlayerContext.IsTechLocked(tech.ConfigId) && num == 0);
        }