public void Refresh(Unit unit) { if (this.mBc == null || unit == null) { return; } DataSource component1 = (DataSource)((Component)this).get_gameObject().GetComponent <DataSource>(); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component1)) { component1.Clear(); } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeaderSkill)) { DataSource component2 = (DataSource)this.GoLeaderSkill.GetComponent <DataSource>(); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2)) { component2.Clear(); } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeader2Skill)) { DataSource component2 = (DataSource)this.GoLeader2Skill.GetComponent <DataSource>(); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2)) { component2.Clear(); } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoFriendSkill)) { DataSource component2 = (DataSource)this.GoFriendSkill.GetComponent <DataSource>(); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)component2)) { component2.Clear(); } } DataSource.Bind <Unit>(((Component)this).get_gameObject(), unit); BaseStatus status = unit.UnitData.Status; BaseStatus currentStatus = unit.CurrentStatus; BaseStatus maximumStatus = unit.MaximumStatus; SkillData data1 = (SkillData)null; SkillData data2 = (SkillData)null; SkillData data3 = (SkillData)null; if (!this.mBc.IsMultiTower) { if (unit.Side == EUnitSide.Player) { if (this.mBc.Leader != null) { data1 = this.mBc.Leader.LeaderSkill; } if (this.mBc.Friend != null && this.mBc.IsFriendStatus) { data3 = this.mBc.Friend.LeaderSkill; } } if (this.mBc.IsMultiVersus && unit.Side == EUnitSide.Enemy && this.mBc.EnemyLeader != null) { data1 = this.mBc.EnemyLeader.LeaderSkill; } } else { List <Unit> unitList = new List <Unit>(); if (unit.Side == EUnitSide.Player) { unitList = this.mBc.Player; } else if (unit.Side == EUnitSide.Enemy) { unitList = this.mBc.Enemys; } int index1 = unitList.FindIndex((Predicate <Unit>)(data => data.OwnerPlayerIndex == 1)); if (index1 >= 0) { data1 = unitList[index1].LeaderSkill; } int index2 = unitList.FindIndex((Predicate <Unit>)(data => data.OwnerPlayerIndex == 2)); if (index2 >= 0) { data2 = unitList[index2].LeaderSkill; } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeaderSkill) && data1 != null) { DataSource.Bind <SkillData>(this.GoLeaderSkill, data1); } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoLeader2Skill) && data2 != null) { DataSource.Bind <SkillData>(this.GoLeader2Skill, data2); } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoFriendSkill) && data3 != null) { DataSource.Bind <SkillData>(this.GoFriendSkill, data3); } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoStatusParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.StatusBaseItem)) { ((Component)this.StatusBaseItem).get_gameObject().SetActive(false); BattleUnitDetail.DestroyChildGameObjects(this.GoStatusParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1] { ((Component)this.StatusBaseItem).get_gameObject() })); for (int index = 0; index < 13; ++index) { BattleUnitDetailStatus unitDetailStatus = (BattleUnitDetailStatus)UnityEngine.Object.Instantiate <BattleUnitDetailStatus>((M0)this.StatusBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailStatus)) { ((Component)unitDetailStatus).get_transform().SetParent(this.GoStatusParent.get_transform()); ((Component)unitDetailStatus).get_transform().set_localScale(Vector3.get_one()); int val = 0; int add = 0; switch (index) { case 0: val = (int)maximumStatus.param.hp; add = (int)maximumStatus.param.hp - (int)status.param.hp; break; case 1: val = (int)maximumStatus.param.mp; add = (int)maximumStatus.param.mp - (int)status.param.mp; break; case 2: val = (int)currentStatus.param.atk; add = (int)currentStatus.param.atk - (int)status.param.atk; break; case 3: val = (int)currentStatus.param.def; add = (int)currentStatus.param.def - (int)status.param.def; break; case 4: val = (int)currentStatus.param.mag; add = (int)currentStatus.param.mag - (int)status.param.mag; break; case 5: val = (int)currentStatus.param.mnd; add = (int)currentStatus.param.mnd - (int)status.param.mnd; break; case 6: val = (int)currentStatus.param.dex; add = (int)currentStatus.param.dex - (int)status.param.dex; break; case 7: val = (int)currentStatus.param.spd; add = (int)currentStatus.param.spd - (int)status.param.spd; break; case 8: val = (int)currentStatus.param.cri; add = (int)currentStatus.param.cri - (int)status.param.cri; break; case 9: val = (int)currentStatus.param.luk; add = (int)currentStatus.param.luk - (int)status.param.luk; break; case 10: val = unit.GetCombination(); add = 0; break; case 11: val = (int)currentStatus.param.mov; add = (int)currentStatus.param.mov - (int)status.param.mov; break; case 12: val = (int)currentStatus.param.jmp; add = (int)currentStatus.param.jmp - (int)status.param.jmp; break; } unitDetailStatus.SetStatus((BattleUnitDetailStatus.eBudStat)index, val, add); ((Component)unitDetailStatus).get_gameObject().SetActive(true); } } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoElementParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.ElementBaseItem)) { ((Component)this.ElementBaseItem).get_gameObject().SetActive(false); BattleUnitDetail.DestroyChildGameObjects(this.GoElementParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1] { ((Component)this.ElementBaseItem).get_gameObject() })); int length = Enum.GetNames(typeof(EElement)).Length; for (int index = 1; index < length; ++index) { BattleUnitDetailElement unitDetailElement = (BattleUnitDetailElement)UnityEngine.Object.Instantiate <BattleUnitDetailElement>((M0)this.ElementBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailElement)) { ((Component)unitDetailElement).get_transform().SetParent(this.GoElementParent.get_transform()); ((Component)unitDetailElement).get_transform().set_localScale(Vector3.get_one()); int per = 0; switch (index) { case 1: per = (int)currentStatus.element_resist.fire; break; case 2: per = (int)currentStatus.element_resist.water; break; case 3: per = (int)currentStatus.element_resist.wind; break; case 4: per = (int)currentStatus.element_resist.thunder; break; case 5: per = (int)currentStatus.element_resist.shine; break; case 6: per = (int)currentStatus.element_resist.dark; break; } BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(per, BattleUnitDetail.eFluctChk.ELEMENT); unitDetailElement.SetElement((EElement)index, fluct); ((Component)unitDetailElement).get_gameObject().SetActive(true); } } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoTagParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.TagBaseItem) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.TagBaseWideItem)) { ((Component)this.TagBaseItem).get_gameObject().SetActive(false); ((Component)this.TagBaseWideItem).get_gameObject().SetActive(false); BattleUnitDetail.DestroyChildGameObjects(this.GoTagParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[2] { ((Component)this.TagBaseItem).get_gameObject(), ((Component)this.TagBaseWideItem).get_gameObject() })); int num = 0; string[] tags = unit.GetTags(); if (tags != null) { foreach (string tag in tags) { BattleUnitDetailTag battleUnitDetailTag; if (tag.Length <= 2) { if (num + 1 <= 8) { battleUnitDetailTag = (BattleUnitDetailTag)UnityEngine.Object.Instantiate <BattleUnitDetailTag>((M0)this.TagBaseItem); ++num; } else { break; } } else if (num + 2 <= 8) { battleUnitDetailTag = (BattleUnitDetailTag)UnityEngine.Object.Instantiate <BattleUnitDetailTag>((M0)this.TagBaseWideItem); num += 2; } else { break; } if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailTag)) { ((Component)battleUnitDetailTag).get_transform().SetParent(this.GoTagParent.get_transform()); ((Component)battleUnitDetailTag).get_transform().set_localScale(Vector3.get_one()); battleUnitDetailTag.SetTag(tag); ((Component)battleUnitDetailTag).get_gameObject().SetActive(true); } } } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoAtkDetailParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.AtkDetailBaseItem)) { ((Component)this.AtkDetailBaseItem).get_gameObject().SetActive(false); BattleUnitDetail.DestroyChildGameObjects <BattleUnitDetailAtkDetail>(this.GoAtkDetailParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1] { ((Component)this.AtkDetailBaseItem).get_gameObject() })); int[] numArray = new int[3] { (int)currentStatus[BattleBonus.HitRate], (int)currentStatus[BattleBonus.AvoidRate], (int)currentStatus[ParamTypes.Rec] - 100 }; for (int index = 0; index < numArray.Length; ++index) { BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(numArray[index], BattleUnitDetail.eFluctChk.DEFAULT); if (fluct != BattleUnitDetail.eBudFluct.NONE) { BattleUnitDetailAtkDetail unitDetailAtkDetail = (BattleUnitDetailAtkDetail)UnityEngine.Object.Instantiate <BattleUnitDetailAtkDetail>((M0)this.AtkDetailBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailAtkDetail)) { ((Component)unitDetailAtkDetail).get_transform().SetParent(this.GoAtkDetailParent.get_transform()); ((Component)unitDetailAtkDetail).get_transform().set_localScale(Vector3.get_one()); unitDetailAtkDetail.SetAll((BattleUnitDetailAtkDetail.eAllType)(7 + index), fluct); ((Component)unitDetailAtkDetail).get_gameObject().SetActive(true); } } } int length = Enum.GetNames(typeof(AttackDetailTypes)).Length; for (int index1 = 0; index1 < 3; ++index1) { BattleUnitDetailAtkDetail.eType type = (BattleUnitDetailAtkDetail.eType)index1; for (int index2 = 1; index2 < length; ++index2) { int per = 0; switch (index2) { case 1: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.SlashAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Slash]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Slash]; break; } case 2: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.PierceAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Pierce]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Pierce]; break; } case 3: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.BlowAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Blow]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Blow]; break; } case 4: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.ShotAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Shot]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Shot]; break; } case 5: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.MagicAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Magic]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Magic]; break; } case 6: switch (type) { case BattleUnitDetailAtkDetail.eType.ASSIST: per = (int)currentStatus[BattleBonus.JumpAttack]; break; case BattleUnitDetailAtkDetail.eType.RESIST: per = (int)currentStatus[BattleBonus.Resist_Jump]; break; case BattleUnitDetailAtkDetail.eType.AVOID: per = (int)currentStatus[BattleBonus.Avoid_Jump]; break; } } BattleUnitDetail.eBudFluct fluct = BattleUnitDetail.ExchgBudFluct(per, BattleUnitDetail.eFluctChk.ATK_DETAIL); if (fluct != BattleUnitDetail.eBudFluct.NONE) { BattleUnitDetailAtkDetail unitDetailAtkDetail = (BattleUnitDetailAtkDetail)UnityEngine.Object.Instantiate <BattleUnitDetailAtkDetail>((M0)this.AtkDetailBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)unitDetailAtkDetail)) { ((Component)unitDetailAtkDetail).get_transform().SetParent(this.GoAtkDetailParent.get_transform()); ((Component)unitDetailAtkDetail).get_transform().set_localScale(Vector3.get_one()); unitDetailAtkDetail.SetAtkDetail((AttackDetailTypes)index2, type, fluct); ((Component)unitDetailAtkDetail).get_gameObject().SetActive(true); } } } } } if (UnityEngine.Object.op_Implicit((UnityEngine.Object) this.GoCondParent) && UnityEngine.Object.op_Implicit((UnityEngine.Object) this.CondBaseItem)) { ((Component)this.CondBaseItem).get_gameObject().SetActive(false); BattleUnitDetail.DestroyChildGameObjects <BattleUnitDetailCond>(this.GoCondParent, new List <GameObject>((IEnumerable <GameObject>) new GameObject[1] { ((Component)this.CondBaseItem).get_gameObject() })); using (List <Unit.UnitShield> .Enumerator enumerator = unit.Shields.GetEnumerator()) { while (enumerator.MoveNext()) { Unit.UnitShield current = enumerator.Current; BattleUnitDetailCond battleUnitDetailCond = (BattleUnitDetailCond)UnityEngine.Object.Instantiate <BattleUnitDetailCond>((M0)this.CondBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailCond)) { ((Component)battleUnitDetailCond).get_transform().SetParent(this.GoCondParent.get_transform()); ((Component)battleUnitDetailCond).get_transform().set_localScale(Vector3.get_one()); battleUnitDetailCond.SetCondShield(current.shieldType, (int)current.hp); ((Component)battleUnitDetailCond).get_gameObject().SetActive(true); } } } EUnitCondition[] values = (EUnitCondition[])Enum.GetValues(typeof(EUnitCondition)); for (int index = 0; index < values.Length; ++index) { if (unit.IsUnitCondition(values[index])) { BattleUnitDetailCond battleUnitDetailCond = (BattleUnitDetailCond)UnityEngine.Object.Instantiate <BattleUnitDetailCond>((M0)this.CondBaseItem); if (UnityEngine.Object.op_Implicit((UnityEngine.Object)battleUnitDetailCond)) { ((Component)battleUnitDetailCond).get_transform().SetParent(this.GoCondParent.get_transform()); ((Component)battleUnitDetailCond).get_transform().set_localScale(Vector3.get_one()); battleUnitDetailCond.SetCond(values[index]); ((Component)battleUnitDetailCond).get_gameObject().SetActive(true); } } } } GameParameter.UpdateAll(((Component)this).get_gameObject()); GlobalEvent.Invoke("BATTLE_UNIT_DETAIL_REFRESH", (object)this); }