Пример #1
0
 private static void LoadGarrisonConfig()
 {
     GarrisonStatus.s_garrisonConfig = AssetBundleManager.LoadAsset <GarrisonConfig>(AssetBundleManager.BundleName.ConfigBundleName, GarrisonStatus.s_garrisonConfigFileName);
 }
        public void InitPanel(int contributionID, int questID)
        {
            if (this.m_grayscaleShader != null)
            {
                Material material = new Material(this.m_grayscaleShader);
                this.m_buildingTitleBanner.material = material;
            }
            this.m_questID                    = questID;
            this.m_contributionID             = contributionID;
            this.m_buildingName.font          = GeneralHelpers.LoadFancyFont();
            this.m_buildingState.font         = GeneralHelpers.LoadStandardFont();
            this.m_buildingDescription.font   = GeneralHelpers.LoadStandardFont();
            this.m_costLabel.font             = GeneralHelpers.LoadStandardFont();
            this.m_cost.font                  = GeneralHelpers.LoadStandardFont();
            this.m_contributeButtonLabel.font = GeneralHelpers.LoadStandardFont();
            this.m_cantContributeText.font    = GeneralHelpers.LoadStandardFont();
            this.m_cantContributeText.text    = StaticDB.GetString("CANT_CONTRIBUTE", "You can only contribute when the building is under construction.");
            this.m_healthText.font            = GeneralHelpers.LoadStandardFont();
            this.m_gotLootLabel.font          = GeneralHelpers.LoadStandardFont();
            this.m_gotLootLabel.text          = StaticDB.GetString("YOU_RECEIVED_ITEM", "You received item: (PH)");
            this.m_gotLootItemName.font       = GeneralHelpers.LoadStandardFont();
            this.m_gotLootArea.SetActive(false);
            if (!LegionfallData.legionfallDictionary.ContainsKey(contributionID))
            {
                return;
            }
            WrapperContribution contribution = LegionfallData.legionfallDictionary[contributionID].contribution;

            this.m_buildingStateImageFrame_building.gameObject.SetActive(false);
            this.m_buildingStateImageFrame_active.gameObject.SetActive(false);
            this.m_buildingStateImageFrame_underAttack.gameObject.SetActive(false);
            this.m_buildingStateImageFrame_destroyed.gameObject.SetActive(false);
            this.m_contributeArea.SetActive(false);
            this.m_cantContributeArea.SetActive(true);
            this.m_healthText.gameObject.SetActive(true);
            this.m_buildingTitleBanner.material.SetFloat("_GrayscaleAmount", (contribution.State != 4) ? 0f : 1f);
            this.m_buildingTitleBanner.color = ((contribution.State != 4) ? Color.white : Color.gray);
            this.m_progressFillGlow.gameObject.SetActive(false);
            int num;

            switch (contribution.State)
            {
            case 1:
                this.m_progressFillGlow.gameObject.SetActive(true);
                num = contribution.UitextureAtlasMemberIDUnderConstruction;
                this.m_buildingState.text  = StaticDB.GetString("UNDER_CONSTRUCTION", "Under Construction (PH)");
                this.m_buildingState.color = new Color(1f, 0.8235f, 0f, 1f);
                this.m_buildingStateImageFrame_building.gameObject.SetActive(true);
                this.m_contributeArea.SetActive(true);
                this.m_cantContributeArea.SetActive(false);
                this.m_progressFillBar.sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_BarFilling_UnderConstruction");
                break;

            case 2:
                num = contribution.UitextureAtlasMemberIDActive;
                this.m_buildingState.text  = StaticDB.GetString("BUILDING_ACTIVE", "Building Active (PH)");
                this.m_buildingState.color = new Color(0f, 1f, 0f, 1f);
                this.m_buildingStateImageFrame_active.gameObject.SetActive(true);
                this.m_progressFillBar.sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_BarFilling_Active");
                break;

            case 3:
                num = contribution.UitextureAtlasMemberIDUnderAttack;
                this.m_buildingState.text  = StaticDB.GetString("UNDER_ATTACK", "Under Attack (PH)");
                this.m_buildingState.color = new Color(1f, 0f, 0f, 1f);
                this.m_buildingStateImageFrame_underAttack.gameObject.SetActive(true);
                this.m_progressFillBar.sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_BarFilling_UnderAttack");
                break;

            case 4:
                num = contribution.UitextureAtlasMemberIDDestroyed;
                this.m_buildingState.text  = StaticDB.GetString("DESTROYED", "Destroyed (PH)");
                this.m_buildingState.color = new Color(0.6f, 0.6f, 0.6f, 1f);
                this.m_buildingStateImageFrame_destroyed.gameObject.SetActive(true);
                this.m_progressFillBar.sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_BarFilling_UnderConstruction");
                break;

            default:
                return;
            }
            Sprite sprite = null;

            switch (num)
            {
            case 6318:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_CommandCenter_Active-v2");
                break;

            case 6319:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_CommandCenter_Destroyed-v2");
                break;

            case 6320:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_CommandCenter_UnderAttack-v2");
                break;

            case 6321:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_CommandCenter_UnderConstruction-v2");
                break;

            case 6322:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_MageTower_Active-v2");
                break;

            case 6323:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_MageTower_Destroyed-v2");
                break;

            case 6324:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_MageTower_UnderAttack-v2");
                break;

            case 6325:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_MageTower_UnderConstruction-v2");
                break;

            case 6326:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_NetherDisruptor_Active-v2");
                break;

            case 6327:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_NetherDisruptor_Destroyed-v2");
                break;

            case 6328:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_NetherDisruptor_UnderAttack-v2");
                break;

            case 6329:
                sprite = AssetBundleManager.LoadAsset <Sprite>(LegionfallBuildingPanel.LegionfallBundleName, "LegionfallCompanion_NetherDisruptor_UnderConstruction-v2");
                break;
            }
            if (sprite != null)
            {
                this.m_buildingStateImage.sprite = sprite;
            }
            this.m_buildingName.text                 = contribution.Name;
            this.m_buildingDescription.text          = GeneralHelpers.LimitZhLineLength(contribution.Description, 16);
            this.m_progressFillBar.fillAmount        = contribution.UnitCompletion;
            this.m_progressFillGlow.anchorMin        = new Vector2(this.m_progressFillBar.fillAmount, 0.5f);
            this.m_progressFillGlow.anchorMax        = new Vector2(this.m_progressFillBar.fillAmount, 0.5f);
            this.m_progressFillGlow.anchoredPosition = Vector2.zero;
            if (contribution.State == 3)
            {
                this.m_healthText.text = StaticDB.GetString("TIME_LEFT", "Time Left (PH):") + " 123 Hours";
            }
            else
            {
                this.m_healthText.text = ((int)(this.m_progressFillBar.fillAmount * 100f)).ToString() + "%";
            }
            this.m_costLabel.text = StaticDB.GetString("COST", null);
            if (LegionfallData.WarResources() >= contribution.ContributionCurrencyCost)
            {
                this.m_cost.text = LegionfallData.WarResources().ToString("N0") + "/" + contribution.ContributionCurrencyCost;
                this.m_contributeButton.interactable = true;
                this.m_contributeButtonLabel.color   = new Color(1f, 0.859f, 0f, 1f);
            }
            else
            {
                this.m_cost.text = string.Concat(new object[]
                {
                    "<color=#ff0000ff>",
                    LegionfallData.WarResources().ToString("N0"),
                    "</color>/",
                    contribution.ContributionCurrencyCost
                });
                this.m_contributeButton.interactable = false;
                this.m_contributeButtonLabel.color   = new Color(0.6f, 0.6f, 0.6f, 1f);
            }
            this.m_currencyIcon.sprite        = GeneralHelpers.LoadCurrencyIcon(contribution.ContributionCurrencyType);
            this.m_contributeButtonLabel.text = StaticDB.GetString("CONTRIBUTE", "Contribute (PH)");
            SpellDisplay[] componentsInChildren = this.m_buffArea.GetComponentsInChildren <SpellDisplay>();
            foreach (SpellDisplay spellDisplay in componentsInChildren)
            {
                Object.Destroy(spellDisplay.gameObject);
            }
            foreach (int spell in contribution.Spells)
            {
                SpellDisplay spellDisplay2 = Object.Instantiate <SpellDisplay>(this.m_legionfallBuffSpellDisplayPrefab);
                spellDisplay2.transform.SetParent(this.m_buffArea, false);
                spellDisplay2.SetSpell(spell);
                spellDisplay2.SetLocked(contribution.State != 2 && contribution.State != 3);
            }
            iTween.Stop(base.gameObject);
            this.m_progressBarGlow.color      = new Color(1f, 1f, 1f, 0f);
            this.m_progressFillGlowGlow.color = new Color(1f, 1f, 1f, 0f);
        }