Пример #1
0
 private void UpdateAp()
 {
     this.apEndTick = true;
     for (Int32 i = 0; i < 4; i++)
     {
         if (this.isNeedAp[i])
         {
             BattleEndValue battleEndValue = this.apValue[i];
             if (battleEndValue.current < battleEndValue.value)
             {
                 this.apEndTick = false;
                 UInt32 ap = (UInt32)((battleEndValue.current + battleEndValue.step > battleEndValue.value) ? (battleEndValue.value - battleEndValue.current) : battleEndValue.step);
                 this.AddAp(i, ap);
             }
         }
     }
 }
Пример #2
0
 private void UpdateExp()
 {
     this.expEndTick = true;
     for (Int32 i = 0; i < 4; i++)
     {
         PLAYER         player         = FF9StateSystem.Common.FF9.party.member[i];
         BattleEndValue battleEndValue = this.expValue[i];
         if (this.isNeedExp[i])
         {
             if (player != null)
             {
                 UInt32 num = (UInt32)((battleEndValue.current + battleEndValue.step > battleEndValue.value) ? (battleEndValue.value - battleEndValue.current) : battleEndValue.step);
                 if (battleEndValue.current < battleEndValue.value)
                 {
                     this.expEndTick = false;
                     if (num != 0u)
                     {
                         if (9999999u > player.exp)
                         {
                             battleEndValue.current += num;
                             player.exp             += num;
                             if (9999999u <= player.exp)
                             {
                                 player.exp = 9999999u;
                             }
                             if (99 > player.level)
                             {
                                 for (UInt32 exp = ff9level.CharacterLevelUps[player.level].ExperienceToLevel; exp <= player.exp; exp = ff9level.CharacterLevelUps[player.level].ExperienceToLevel)
                                 {
                                     this.DisplayLevelup(i);
                                     if (player.level >= 99)
                                     {
                                         break;
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
 }
Пример #3
0
    public override Boolean OnKeyConfirm(GameObject go)
    {
        if (base.OnKeyConfirm(go))
        {
            switch (this.currentState)
            {
            case BattleResultUI.ResultState.Start:
                FF9Sfx.FF9SFX_PlayLoop(105);
                this.currentState = BattleResultUI.ResultState.EXPAndAPTick;
                break;

            case BattleResultUI.ResultState.EXPAndAPTick:
            {
                FF9Sfx.FF9SFX_StopLoop(105);
                this.currentState = BattleResultUI.ResultState.EndEXPAndAP;
                BattleEndValue[] array = this.expValue;
                for (Int32 i = 0; i < (Int32)array.Length; i++)
                {
                    BattleEndValue battleEndValue = array[i];
                    battleEndValue.step = battleEndValue.value;
                }
                this.UpdateExp();
                BattleEndValue[] array2 = this.apValue;
                for (Int32 j = 0; j < (Int32)array2.Length; j++)
                {
                    BattleEndValue battleEndValue2 = array2[j];
                    battleEndValue2.step = battleEndValue2.value;
                }
                this.UpdateAp();
                this.DisplayEXPAndAPInfo();
                this.ApplyTweenAndFade();
                break;
            }

            case BattleResultUI.ResultState.EndEXPAndAP:
                this.ApplyTweenAndFade();
                break;

            case BattleResultUI.ResultState.StartGilAndItem:
                if (!this.UpdateItem())
                {
                    this.ItemOverflowPanelTween.TweenIn((Action)null);
                    this.currentState = BattleResultUI.ResultState.ItemFullDialog;
                }
                else if (this.gilValue.value == 0u)
                {
                    this.currentState = BattleResultUI.ResultState.End;
                }
                else
                {
                    FF9Sfx.FF9SFX_PlayLoop(109);
                    this.currentState = BattleResultUI.ResultState.GilTick;
                }
                break;

            case BattleResultUI.ResultState.ItemFullDialog:
                this.ItemOverflowPanelTween.TweenOut(delegate
                {
                    if (this.gilValue.value == 0u)
                    {
                        this.currentState = BattleResultUI.ResultState.End;
                    }
                    else
                    {
                        FF9Sfx.FF9SFX_PlayLoop(109);
                        this.currentState = BattleResultUI.ResultState.GilTick;
                    }
                });
                break;

            case BattleResultUI.ResultState.GilTick:
                this.currentState  = BattleResultUI.ResultState.End;
                this.gilValue.step = this.gilValue.value;
                FF9Sfx.FF9SFX_StopLoop(109);
                this.UpdateGil();
                this.DisplayGilAndItemInfo();
                break;

            case BattleResultUI.ResultState.End:
                this.currentState = BattleResultUI.ResultState.Hide;
                this.Hide((UIScene.SceneVoidDelegate)null);
                break;
            }
        }
        return(true);
    }
Пример #4
0
    private void InitialInfo()
    {
        Boolean flag = false;

        this.AnalyzeArgument();
        for (Int32 i = 0; i < 4; i++)
        {
            PLAYER player = FF9StateSystem.Common.FF9.party.member[i];
            if (this.isNeedExp[i] && player != null)
            {
                BattleEndValue battleEndValue = new BattleEndValue();
                battleEndValue.value = this.defaultExp;
                if (ff9abil.FF9Abil_GetEnableSA(player.Index, 235))
                {
                    battleEndValue.value += this.defaultExp >> 1;
                }
                if (this.defaultExp < (UInt64)EXPMinTick)
                {
                    battleEndValue.step = 1u;
                }
                else if (this.defaultExp < (UInt64)(EXPMinTick * EXPDefaultAdd))
                {
                    battleEndValue.step = (UInt32)((this.defaultExp + (UInt64)EXPMinTick - 1UL) / (UInt64)EXPMinTick);
                }
                else
                {
                    battleEndValue.step = (UInt32)BattleResultUI.EXPDefaultAdd;
                    UInt32 num = this.defaultExp / battleEndValue.step;
                    if ((UInt64)num > (UInt64)((Int64)BattleResultUI.EXPTickMax))
                    {
                        battleEndValue.step = (UInt32)(((UInt64)this.defaultExp + (UInt64)((Int64)BattleResultUI.EXPTickMax) - 1UL) / (UInt64)((Int64)BattleResultUI.EXPTickMax));
                    }
                }
                battleEndValue.current = 0u;
                this.expValue[i]       = battleEndValue;
            }
            if (this.isNeedAp[i] && player != null)
            {
                BattleEndValue battleEndValue2 = new BattleEndValue();
                if (ff9abil.FF9Abil_GetEnableSA(player.Index, 236))
                {
                    battleEndValue2.value = this.defaultAp << 1;
                }
                else
                {
                    battleEndValue2.value = this.defaultAp;
                }
                battleEndValue2.step    = 1u;
                battleEndValue2.current = 0u;
                this.apValue[i]         = battleEndValue2;
            }
            if (player != null && ff9abil.FF9Abil_GetEnableSA(player.Index, 237))
            {
                flag = true;
            }
        }
        this.gilValue.value = (UInt32)this.defaultGil;
        if (flag)
        {
            this.gilValue.value += this.gilValue.value >> 1;
        }
        if ((UInt64)this.gilValue.value < (UInt64)((Int64)BattleResultUI.GilCountTick))
        {
            this.gilValue.step = 1u;
        }
        else if ((UInt64)this.gilValue.value < (UInt64)((Int64)(BattleResultUI.GilCountTick * BattleResultUI.GilDefaultAdd)))
        {
            this.gilValue.step = (UInt32)(((UInt64)this.gilValue.value + (UInt64)((Int64)BattleResultUI.GilCountTick) - 1UL) / (UInt64)((Int64)BattleResultUI.GilCountTick));
        }
        else
        {
            this.gilValue.step = (UInt32)BattleResultUI.GilDefaultAdd;
        }
        this.gilValue.current = 0u;
    }
Пример #5
0
    private void InitialNormal()
    {
        this.AllPanel.SetActive(true);
        for (Int32 i = 0; i < 4; i++)
        {
            this.expValue[i]  = new BattleEndValue();
            this.apValue[i]   = new BattleEndValue();
            this.isNeedAp[i]  = false;
            this.isNeedExp[i] = false;
        }
        this.currentState = BattleResultUI.ResultState.Start;
        this.InitialInfo();
        this.ClearUI();
        this.DisplayEXPAndAPInfo();
        this.DisplayCharacterInfo();
        this.infoPanelTween.TweenIn(new Byte[1], (UIScene.SceneVoidDelegate)null);
        this.helpPanelTween.TweenIn(new Byte[1], (UIScene.SceneVoidDelegate)null);
        this.expLeftSideTween.TweenIn(new Byte[]
        {
            0,
            1,
            2
        }, (UIScene.SceneVoidDelegate)null);
        this.expRightSideTween.TweenIn(new Byte[]
        {
            0,
            1,
            2
        }, (UIScene.SceneVoidDelegate)null);
        this.totalLevelUp             = new Int32[4];
        this.finishedLevelUpAnimation = new Int32[4];
        this.abilityLearned[0]        = new List <Int32>();
        this.abilityLearned[1]        = new List <Int32>();
        this.abilityLearned[2]        = new List <Int32>();
        this.abilityLearned[3]        = new List <Int32>();
        this.isReadyToShowNextAbil    = new Boolean[]
        {
            true,
            true,
            true,
            true
        };
        Boolean flag = true;

        BattleEndValue[] array = this.expValue;
        for (Int32 j = 0; j < (Int32)array.Length; j++)
        {
            BattleEndValue battleEndValue = array[j];
            if (battleEndValue.value != 0u)
            {
                flag = false;
                break;
            }
        }
        BattleEndValue[] array2 = this.apValue;
        for (Int32 k = 0; k < (Int32)array2.Length; k++)
        {
            BattleEndValue battleEndValue2 = array2[k];
            if (battleEndValue2.value != 0u)
            {
                flag = false;
                break;
            }
        }
        if (!flag)
        {
            this.currentState = BattleResultUI.ResultState.Start;
        }
        else
        {
            this.currentState = BattleResultUI.ResultState.EndEXPAndAP;
        }
    }