public override void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
    {
        switch (requirement)
        {
        default:
        {
            sortingData = 0L;
            CreatePickupItemTable.CreatePickupItemData pickupCreateItem = Singleton <CreatePickupItemTable> .I.GetPickupCreateItem(createData.smithCreateTableData.id);

            if (pickupCreateItem != null)
            {
                sortingData = pickupCreateItem.id;
            }
            break;
        }

        case SortBase.SORT_REQUIREMENT.GET:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.RARITY:
            sortingData = (long)createData.equipTableData.rarity;
            break;

        case SortBase.SORT_REQUIREMENT.LV:
            sortingData = 1L;
            break;

        case SortBase.SORT_REQUIREMENT.ATK:
            sortingData = (int)createData.equipTableData.baseAtk + createData.equipTableData.baseElemAtk;
            break;

        case SortBase.SORT_REQUIREMENT.DEF:
            sortingData = (int)createData.equipTableData.baseDef + createData.equipTableData.baseElemDef;
            break;

        case SortBase.SORT_REQUIREMENT.SALE:
            sortingData = createData.equipTableData.sale;
            break;

        case SortBase.SORT_REQUIREMENT.SOCKET:
            sortingData = createData.equipTableData.maxSlot;
            break;

        case SortBase.SORT_REQUIREMENT.PRICE:
            sortingData = (int)createData.smithCreateTableData.needMoney;
            break;

        case SortBase.SORT_REQUIREMENT.NUM:
            sortingData = 1L;
            break;

        case SortBase.SORT_REQUIREMENT.ELEMENT:
            sortingData = 6L - (long)GetIconElement();
            break;
        }
    }
Пример #2
0
    public override void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
    {
        switch (requirement)
        {
        default:
            sortingData = (long)equipData.uniqueID;
            break;

        case SortBase.SORT_REQUIREMENT.RARITY:
            sortingData = (long)equipData.tableData.rarity;
            break;

        case SortBase.SORT_REQUIREMENT.LV:
            sortingData = equipData.level;
            break;

        case SortBase.SORT_REQUIREMENT.ATK:
            sortingData = equipData.atk + equipData.elemAtk;
            break;

        case SortBase.SORT_REQUIREMENT.DEF:
            sortingData = equipData.def + equipData.elemDef;
            break;

        case SortBase.SORT_REQUIREMENT.SALE:
            sortingData = equipData.tableData.sale;
            break;

        case SortBase.SORT_REQUIREMENT.SOCKET:
            sortingData = equipData.GetMaxSlot();
            break;

        case SortBase.SORT_REQUIREMENT.PRICE:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.NUM:
            sortingData = 1L;
            break;

        case SortBase.SORT_REQUIREMENT.ELEMENT:
            sortingData = 6L - (long)GetIconElement();
            break;

        case SortBase.SORT_REQUIREMENT.ELEM_ATK:
            sortingData = equipData.elemAtk;
            break;

        case SortBase.SORT_REQUIREMENT.ELEM_DEF:
            sortingData = equipData.elemDef;
            break;
        }
    }
Пример #3
0
    public override void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
    {
        switch (requirement)
        {
        default:
            sortingData = (long)skillData.uniqueID;
            break;

        case SortBase.SORT_REQUIREMENT.RARITY:
            sortingData = (long)skillData.tableData.rarity;
            break;

        case SortBase.SORT_REQUIREMENT.LV:
            sortingData = skillData.level;
            break;

        case SortBase.SORT_REQUIREMENT.ATK:
            sortingData = skillData.atk;
            break;

        case SortBase.SORT_REQUIREMENT.DEF:
            sortingData = skillData.def;
            break;

        case SortBase.SORT_REQUIREMENT.HP:
            sortingData = skillData.hp;
            break;

        case SortBase.SORT_REQUIREMENT.SALE:
            sortingData = skillData.sellPrice;
            break;

        case SortBase.SORT_REQUIREMENT.PRICE:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.NUM:
            sortingData = 1L;
            break;

        case SortBase.SORT_REQUIREMENT.ELEMENT:
            sortingData = 6L - (long)GetIconElement();
            break;

        case SortBase.SORT_REQUIREMENT.SKILL_TYPE:
            sortingData = 63L - (long)skillData.tableData.type;
            break;
        }
    }
    protected virtual void SetupInventoryTypeToggole()
    {
        bool flag = selectTypeIndex < UIBehaviour.GetEquipmentTypeIndex(EQUIPMENT_TYPE.ARMOR) || selectTypeIndex == weaponPickupIndex;

        SetActive((Enum)UI.OBJ_ATK_ROOT, flag);
        SetActive((Enum)UI.OBJ_DEF_ROOT, !flag);
        SetToggleButton((Enum)UI.TGL_BUTTON_ROOT, flag, (Action <bool>) delegate(bool is_active)
        {
            EQUIPMENT_TYPE type = (!is_active) ? EQUIPMENT_TYPE.HELM : EQUIPMENT_TYPE.ONE_HAND_SWORD;
            int num             = (!is_active) ? 1 : 0;
            ResetTween((Enum)tabAnimTarget[num], 0);
            PlayTween((Enum)tabAnimTarget[num], true, (EventDelegate.Callback)null, false, 0);
            SetActive((Enum)UI.OBJ_ATK_ROOT, is_active);
            SetActive((Enum)UI.OBJ_DEF_ROOT, !is_active);
            selectTypeIndex         = UIBehaviour.GetEquipmentTypeIndex(type);
            sortSettings.dialogType = ((!is_active) ? SortBase.DIALOG_TYPE.ARMOR : SortBase.DIALOG_TYPE.WEAPON);
            SortBase.SORT_REQUIREMENT sORT_REQUIREMENT = (sortSettings.dialogType != SortBase.DIALOG_TYPE.ARMOR) ? SortBase.SORT_REQUIREMENT.REQUIREMENT_WEAPON_BIT : SortBase.SORT_REQUIREMENT.REQUIREMENT_ARMORS_BIT;
            if ((sortSettings.requirement & sORT_REQUIREMENT) == (SortBase.SORT_REQUIREMENT) 0)
            {
                if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_ATK;
                }
                else
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
                }
            }
            SetDirty(InventoryUI);
            InitLocalInventory();
            LocalInventory();
            UpdateTabButton();
        });
    }
Пример #5
0
    public override void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
    {
        switch (requirement)
        {
        default:
            sortingData = (long)itemData.uniqueID;
            break;

        case SortBase.SORT_REQUIREMENT.RARITY:
            sortingData = (long)itemData.tableData.rarity;
            break;

        case SortBase.SORT_REQUIREMENT.LV:
            sortingData = 1L;
            break;

        case SortBase.SORT_REQUIREMENT.ATK:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.DEF:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.SALE:
            sortingData = itemData.tableData.price;
            break;

        case SortBase.SORT_REQUIREMENT.SOCKET:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.PRICE:
            sortingData = 0L;
            break;

        case SortBase.SORT_REQUIREMENT.NUM:
            sortingData = itemData.num;
            break;

        case SortBase.SORT_REQUIREMENT.ELEMENT:
            sortingData = 6L - (long)GetIconElement();
            break;
        }
    }
    public override void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
    {
        switch (requirement)
        {
        default:
            sortingData = itemData.infoData.questData.tableData.questID;
            break;

        case SortBase.SORT_REQUIREMENT.RARITY:
            sortingData = (long)itemData.infoData.questData.tableData.rarity;
            break;

        case SortBase.SORT_REQUIREMENT.NUM:
            sortingData = itemData.infoData.questData.num;
            break;

        case SortBase.SORT_REQUIREMENT.DIFFICULTY:
            sortingData = (long)itemData.infoData.questData.tableData.difficulty;
            break;

        case SortBase.SORT_REQUIREMENT.ENEMY:
        {
            EnemyTable.EnemyData enemyData = Singleton <EnemyTable> .I.GetEnemyData((uint)itemData.infoData.questData.tableData.GetMainEnemyID());

            if (enemyData == null)
            {
                sortingData = 0L;
            }
            else
            {
                sortingData = (long)enemyData.type;
            }
            break;
        }
        }
    }
Пример #7
0
    public static SortSettings CreateMemSortSettings(SortBase.DIALOG_TYPE dialog_type, SETTINGS_TYPE memory_type)
    {
        if (memory_type >= SETTINGS_TYPE.MAX)
        {
            return(null);
        }
        if (memSettings == null)
        {
            memSettings = new SortSettings[13];
        }
        SortSettings sortSettings = memSettings[(int)memory_type];
        bool         flag         = sortSettings != null;

        if (!flag)
        {
            memSettings[(int)memory_type] = new SortSettings();
            if (GetMemorySortData(memory_type, ref memSettings[(int)memory_type]))
            {
                flag = true;
            }
            sortSettings = memSettings[(int)memory_type];
        }
        sortSettings.dialogType = dialog_type;
        switch (dialog_type)
        {
        case SortBase.DIALOG_TYPE.WEAPON:
        case SortBase.DIALOG_TYPE.ARMOR:
        case SortBase.DIALOG_TYPE.STORAGE_EQUIP:
        {
            sortSettings.TYPE_ALL = SortBase.TYPE.EQUIP_ALL;
            SortBase.SORT_REQUIREMENT sORT_REQUIREMENT = (dialog_type != SortBase.DIALOG_TYPE.ARMOR) ? SortBase.SORT_REQUIREMENT.REQUIREMENT_WEAPON_BIT : SortBase.SORT_REQUIREMENT.REQUIREMENT_ARMORS_BIT;
            if (!flag)
            {
                sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
            }
            else if ((sortSettings.requirement & sORT_REQUIREMENT) == (SortBase.SORT_REQUIREMENT) 0)
            {
                if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_ATK;
                }
                else
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
                }
            }
            break;
        }

        case SortBase.DIALOG_TYPE.SMITH_CREATE_WEAPON:
        case SortBase.DIALOG_TYPE.SMITH_CREATE_ARMOR:
        case SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_WEAPON:
        case SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_ARMOR:
        {
            sortSettings.TYPE_ALL = SortBase.TYPE.NONE;
            SortBase.SORT_REQUIREMENT sORT_REQUIREMENT2;
            switch (dialog_type)
            {
            default:
                sORT_REQUIREMENT2 = SortBase.SORT_REQUIREMENT.REQUIREMENT_CREATE_WEAPON_BIT;
                break;

            case SortBase.DIALOG_TYPE.SMITH_CREATE_ARMOR:
                sORT_REQUIREMENT2 = SortBase.SORT_REQUIREMENT.REQUIREMENT_CREATE_ARMORS_BIT;
                break;

            case SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_WEAPON:
                sORT_REQUIREMENT2 = SortBase.SORT_REQUIREMENT.REQUIREMENT_CREATE_PICKUP_WEAPON_BIT;
                break;

            case SortBase.DIALOG_TYPE.SMITH_CREATE_PICKUP_ARMOR:
                sORT_REQUIREMENT2 = SortBase.SORT_REQUIREMENT.REQUIREMENT_CREATE_PICKUP_ARMORS_BIT;
                break;
            }
            if (!flag)
            {
                sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
            }
            else if ((sortSettings.requirement & sORT_REQUIREMENT2) == (SortBase.SORT_REQUIREMENT) 0)
            {
                if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF;
                }
                else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF)
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK;
                }
                else
                {
                    sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT;
                }
            }
            break;
        }

        case SortBase.DIALOG_TYPE.SKILL:
        case SortBase.DIALOG_TYPE.STORAGE_SKILL:
            sortSettings.TYPE_ALL = SortBase.TYPE.SKILL_ALL;
            if (!flag)
            {
                sortSettings.requirement = SortBase.SORT_REQUIREMENT.SKILL_TYPE;
            }
            break;

        case SortBase.DIALOG_TYPE.USE_ITEM:
        case SortBase.DIALOG_TYPE.MATERIAL:
            sortSettings.TYPE_ALL = SortBase.TYPE.WEAPON_ALL;
            if (!flag)
            {
                sortSettings.requirement = SortBase.SORT_REQUIREMENT.NUM;
            }
            break;

        case SortBase.DIALOG_TYPE.QUEST:
            sortSettings.TYPE_ALL = SortBase.TYPE.ENEMY_ALL;
            if (!flag)
            {
                sortSettings.requirement = SortBase.SORT_REQUIREMENT.RARITY;
            }
            break;

        default:
            sortSettings.requirement = SortBase.SORT_REQUIREMENT.RARITY;
            sortSettings.TYPE_ALL    = SortBase.TYPE.NONE;
            break;
        }
        if (!flag && sortSettings.TYPE_ALL != 0)
        {
            sortSettings.type = (int)sortSettings.TYPE_ALL;
        }
        return(sortSettings.Clone());
    }
Пример #8
0
 private static int GetSortBitRequirement(SortBase.SORT_REQUIREMENT requirement)
 {
     return((int)requirement);
 }
Пример #9
0
 public virtual void SetupSortingData(SortBase.SORT_REQUIREMENT requirement, EquipItemStatus status = null)
 {
 }