public override void OnActivate(int pinID)
        {
            switch (pinID)
            {
            case 0:
                HomeWindow.SetRestorePoint(this.RestorePoint);
                this.ActivateOutputLinks(10);
                break;

            case 1:
                if (HomeWindow.GetRestorePoint() == this.RestorePoint)
                {
                    this.ActivateOutputLinks(11);
                }
                else
                {
                    this.ActivateOutputLinks(12);
                }
                if (!this.AutoReset)
                {
                    break;
                }
                HomeWindow.SetRestorePoint(this.ResetRestorePoint);
                break;
            }
        }
Пример #2
0
 private void OnDestroy()
 {
     if (!Object.op_Equality((Object)HomeWindow.mInstance, (Object)this))
     {
         return;
     }
     HomeWindow.mInstance = (HomeWindow)null;
 }
Пример #3
0
 private void Start()
 {
     if (Object.op_Equality((Object)HomeWindow.mInstance, (Object)null))
     {
         HomeWindow.mInstance = this;
     }
     this.mStateMachine = new StateMachine <HomeWindow>(this);
     this.mStateMachine.GotoState <HomeWindow.State_Default>();
 }
Пример #4
0
 private void OnDestroy()
 {
     if (UnityEngine.Object.op_Equality((UnityEngine.Object)HomeWindow.mInstance, (UnityEngine.Object) this))
     {
         HomeWindow.mInstance = (HomeWindow)null;
     }
     Debug.Log((object)"We are destroying our flow handler");
     AnalyticsManager.PlacementWantedFlowChangeHandler -= new Action <string>(this.SetGlobalEventToBeRunCallback);
 }
Пример #5
0
 private void Start()
 {
     if (UnityEngine.Object.op_Equality((UnityEngine.Object)HomeWindow.mInstance, (UnityEngine.Object)null))
     {
         HomeWindow.mInstance = this;
     }
     Debug.Log((object)"We are setting our flow handler");
     AnalyticsManager.PlacementWantedFlowChangeHandler += new Action <string>(this.SetGlobalEventToBeRunCallback);
     this.mStateMachine = new StateMachine <HomeWindow>(this);
     this.mStateMachine.GotoState <HomeWindow.State_Default>();
 }
Пример #6
0
        public void Refresh(QuestDifficulties difficulty)
        {
            this.RefreshQuests();
            if (difficulty == QuestDifficulties.Elite && this.CountQuests(QuestDifficulties.Elite) <= 0)
            {
                difficulty = QuestDifficulties.Normal;
            }
            this.mDifficultyFilter     = difficulty;
            GlobalVars.QuestDifficulty = difficulty;
            this.isTriggeredRefresh    = true;
            this.RefreshItems();
            if (Object.op_Inequality((Object)this.ScrollRect, (Object)null))
            {
                this.ScrollRect.set_normalizedPosition(Vector2.get_one());
                if (HomeWindow.GetRestorePoint() == RestorePoints.QuestList && !string.IsNullOrEmpty(GlobalVars.LastPlayedQuest.Get()) && ((QuestStates)GlobalVars.LastQuestState == QuestStates.Cleared && QuestListV2.mScrollPosCache.ContainsKey(this.ListID)))
                {
                    this.mSetScrollPos = 2;
                    this.mNewScrollPos = QuestListV2.mScrollPosCache[this.ListID];
                    QuestListV2.mScrollPosCache.Remove(this.ListID);
                    HomeWindow.SetRestorePoint(RestorePoints.Home);
                }
            }
            this.RefreshButtons(difficulty);
            if (Object.op_Inequality((Object)this.BtnElite, (Object)null))
            {
                this.BtnElite.SetActive(true);
            }
            if (!Object.op_Inequality((Object)this.BtnNormal, (Object)null))
            {
                return;
            }
            this.BtnNormal.SetActive(true);
            if (this.mQuests.Count <= 0 || this.CountQuests(QuestDifficulties.Elite) > 0)
            {
                return;
            }
            ((Selectable)this.BtnNormal.GetComponentInChildren <Button>()).set_interactable(false);
            ((Behaviour)this.BtnNormal.GetComponentInChildren <Button>()).set_enabled(false);
            M0         componentInChildren = this.BtnNormal.GetComponentInChildren <Image>();
            ColorBlock colors = ((Selectable)this.BtnNormal.GetComponentInChildren <Button>()).get_colors();
            // ISSUE: explicit reference operation
            Color normalColor = ((ColorBlock)@colors).get_normalColor();

            ((Graphic)componentInChildren).set_color(normalColor);
        }
Пример #7
0
        public void Activated(int pinID)
        {
            switch (pinID)
            {
            case 0:
                this.Initialize();
                this.Refresh();
                if (HomeWindow.GetRestorePoint() == RestorePoints.ReplayQuestList && this.Resumable(MonoSingleton <GameManager> .Instance.FindQuest((string)GlobalVars.ReplaySelectedQuestID)))
                {
                    FlowNode_GameObject.ActivateOutputLinks((Component)this, 50);
                }
                HomeWindow.SetRestorePoint(RestorePoints.Home);
                break;

            case 1:
                this.Refresh();
                break;
            }
        }
Пример #8
0
        private bool Refresh(QuestDifficulties difficulty)
        {
            if (GlobalVars.RankingQuestSelected)
            {
                GlobalVars.RankingQuestSelected = false;
                this.mIsQuestsRefreshed         = true;
                if (!this.RefreshRankingQuests())
                {
                    return(false);
                }
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BackButton, (UnityEngine.Object)null))
                {
                    this.BackButton.SetActive(false);
                }
            }
            else
            {
                if (!this.RefreshQuests())
                {
                    return(false);
                }
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BackButton, (UnityEngine.Object)null))
                {
                    this.BackButton.SetActive(true);
                }
            }
            if (difficulty == QuestDifficulties.Normal && !this.ExistsQuest(QuestDifficulties.Normal))
            {
                difficulty = QuestDifficulties.Elite;
            }
            if (difficulty == QuestDifficulties.Elite && !this.ExistsQuest(QuestDifficulties.Elite))
            {
                difficulty = QuestDifficulties.Extra;
            }
            if (difficulty == QuestDifficulties.Extra && !this.ExistsQuest(QuestDifficulties.Extra))
            {
                difficulty = QuestDifficulties.Normal;
            }
            this.mDifficultyFilter = difficulty;
            this.RefreshItems();
            if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.ScrollRect, (UnityEngine.Object)null))
            {
                this.ScrollRect.set_normalizedPosition(Vector2.get_one());
                if (HomeWindow.GetRestorePoint() == RestorePoints.QuestList && !string.IsNullOrEmpty(GlobalVars.LastPlayedQuest.Get()) && ((QuestStates)GlobalVars.LastQuestState == QuestStates.Cleared && QuestListV2.mScrollPosCache.ContainsKey(this.ListID)))
                {
                    this.mSetScrollPos = 2;
                    this.mNewScrollPos = QuestListV2.mScrollPosCache[this.ListID];
                    QuestListV2.mScrollPosCache.Remove(this.ListID);
                    HomeWindow.SetRestorePoint(RestorePoints.Home);
                }
            }
            this.RefreshButtons(difficulty);
            switch (difficulty)
            {
            case QuestDifficulties.Normal:
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BtnNormal, (UnityEngine.Object)null) && !this.ExistsQuest(QuestDifficulties.Elite) && !this.ExistsQuest(QuestDifficulties.Extra))
                {
                    this.BtnNormal.SetActive(false);
                    break;
                }
                break;

            case QuestDifficulties.Elite:
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BtnElite, (UnityEngine.Object)null) && !this.ExistsQuest(QuestDifficulties.Extra) && !this.ExistsQuest(QuestDifficulties.Normal))
                {
                    this.BtnElite.SetActive(false);
                    break;
                }
                break;

            default:
                if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.BtnExtra, (UnityEngine.Object)null) && !this.ExistsQuest(QuestDifficulties.Normal) && !this.ExistsQuest(QuestDifficulties.Elite))
                {
                    this.BtnExtra.SetActive(false);
                    break;
                }
                break;
            }
            return(true);
        }