Пример #1
0
        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);
        }