public ShardShopViewTO GenerateViewTO(int index, CurrentPlayer player, ShardShopData data) { StaticDataController staticDataController = Service.StaticDataController; int playerHQLevel = player.Map.FindHighestHqLevel(); ShardShopViewTO shardShopViewTO = new ShardShopViewTO(); string shardSlotId = GameUtils.GetShardSlotId(index); int num = 0; foreach (int current in data.Purchases[index].Values) { num += current; } int num2 = this.adjustedOfferQuantity[index] - num; shardShopViewTO.SlotIndex = index; shardShopViewTO.SupplyVO = data.ShardOffers[shardSlotId]; shardShopViewTO.RemainingShardsForSale = num2; if (num2 > 0) { shardShopViewTO.CostOfNextShard = ShardShopController.CalculateCost(index, 1, data); shardShopViewTO.CostOfAllShards = ShardShopController.CalculateCost(index, num2, data); } shardShopViewTO.CanAffordSingle = CostUtils.HasRequiredCurrency(player, shardShopViewTO.CostOfNextShard); shardShopViewTO.CanAffordAll = CostUtils.HasRequiredCurrency(player, shardShopViewTO.CostOfAllShards); shardShopViewTO.PlayerHQLevel = playerHQLevel; shardShopViewTO.ItemName = GameUtils.GetShardShopNameWithoutQuantity(shardShopViewTO.SupplyVO, staticDataController); shardShopViewTO.Quality = GameUtils.GetShardQualityNumeric(shardShopViewTO.SupplyVO); shardShopViewTO.UpgradeShardsEarned = GameUtils.GetUpgradeShardsOwned(shardShopViewTO.SupplyVO, player); shardShopViewTO.UpgradeShardsRequired = GameUtils.GetUpgradeShardsRequired(shardShopViewTO.SupplyVO, player, staticDataController); shardShopViewTO.State = "unlocked"; SupplyType type = shardShopViewTO.SupplyVO.Type; if (this.adjustedOfferQuantity[index] < 1) { shardShopViewTO.State = "maxedOut"; } else if (num2 < 1) { shardShopViewTO.State = "soldOut"; } else if (type == SupplyType.Shard && !ArmoryUtils.PlayerHasArmory()) { shardShopViewTO.State = "requiresArmory"; } else if (type == SupplyType.ShardTroop) { ShardVO shardVO = staticDataController.Get <ShardVO>(shardShopViewTO.SupplyVO.RewardUid); TroopUpgradeCatalog troopUpgradeCatalog = Service.TroopUpgradeCatalog; TroopTypeVO byLevel = troopUpgradeCatalog.GetByLevel(shardVO.TargetGroupId, 1); if (byLevel != null && byLevel.Type == TroopType.Mercenary && !Service.BuildingLookupController.HasCantina()) { shardShopViewTO.State = "requiresCantina"; } } if (type == SupplyType.Shard) { EquipmentUpgradeCatalog equipmentUpgradeCatalog = Service.EquipmentUpgradeCatalog; EquipmentVO currentEquipmentDataByID = ArmoryUtils.GetCurrentEquipmentDataByID(shardShopViewTO.SupplyVO.RewardUid); int shards = player.GetShards(shardShopViewTO.SupplyVO.RewardUid); int shardsRequiredForNextUpgrade = ArmoryUtils.GetShardsRequiredForNextUpgrade(player, equipmentUpgradeCatalog, currentEquipmentDataByID); shardShopViewTO.Upgradeable = (shards >= shardsRequiredForNextUpgrade && shardsRequiredForNextUpgrade > 0); } else if (type == SupplyType.ShardTroop || type == SupplyType.ShardSpecialAttack) { shardShopViewTO.Upgradeable = Service.DeployableShardUnlockController.IsShardDeployableReadyToUpgrade(shardShopViewTO.SupplyVO.RewardUid); } return(shardShopViewTO); }
private UXElement CreateInactiveCard(UXGrid grid, EquipmentVO equipment, CurrentPlayer currentPlayer) { UXElement uXElement = this.CreateCommonEquipmentCard(grid, equipment, "LabelEquipmentName", "LabelEquipmentLevel", "SpriteEquipmentItemImage", "EquipmentItemCardQ{0}", false, true); (uXElement.Tag as SortableEquipment).Player = currentPlayer; UXButton subElement = this.inactiveGrid.GetSubElement <UXButton>(equipment.Uid, "BtnEquipmentInfo"); subElement.OnClicked = new UXButtonClickedDelegate(this.OnInfoButtonClicked); subElement.Tag = equipment; UXButton subElement2 = this.inactiveGrid.GetSubElement <UXButton>(equipment.Uid, "BtnEquipmentItemCard"); subElement2.OnClicked = new UXButtonClickedDelegate(this.OnCardButtonClicked); subElement2.Tag = uXElement; EquipmentUpgradeCatalog equipmentUpgradeCatalog = Service.EquipmentUpgradeCatalog; UXSlider subElement3 = this.inactiveGrid.GetSubElement <UXSlider>(equipment.Uid, "pBarEquipmentItemFrag"); UXSprite subElement4 = this.inactiveGrid.GetSubElement <UXSprite>(equipment.Uid, "SpriteEquipmentItempBarFrag"); UXLabel subElement5 = grid.GetSubElement <UXLabel>(equipment.Uid, "LabelFragProgress"); UXElement subElement6 = this.inactiveGrid.GetSubElement <UXElement>(equipment.Uid, "IconUpgrade"); UXSprite subElement7 = grid.GetSubElement <UXSprite>(equipment.Uid, "SpriteEquipmentImageBkgStroke"); UXSprite subElement8 = grid.GetSubElement <UXSprite>(equipment.Uid, "SpriteEquipmentItemBarOutline"); UXSprite subElement9 = grid.GetSubElement <UXSprite>(equipment.Uid, "SpriteEquipmentImageBkgGlow"); subElement7.Color = ArmoryScreen.qualityColor[equipment.Quality]; subElement8.Color = ArmoryScreen.qualityColor[equipment.Quality]; subElement9.Color = ArmoryScreen.qualityColor[equipment.Quality]; subElement9.Alpha = 0.4f; float sliderProgressValue = this.GetSliderProgressValue(equipment, currentPlayer.GetShards(equipment.EquipmentID)); UXSprite subElement10 = this.inactiveGrid.GetSubElement <UXSprite>(equipment.Uid, "SpriteIconFragment"); UXUtils.SetupFragmentIconSprite(subElement10, (int)equipment.Quality); UXUtils.SetShardProgressBarValue(subElement3, subElement4, sliderProgressValue); subElement6.Visible = false; if (ArmoryUtils.IsAtMaxLevel(equipmentUpgradeCatalog, equipment)) { subElement5.Text = this.lang.Get("MAX_LEVEL", new object[0]); } else { int shards = currentPlayer.GetShards(equipment.EquipmentID); int shardsRequiredForNextUpgrade = ArmoryUtils.GetShardsRequiredForNextUpgrade(currentPlayer, equipmentUpgradeCatalog, equipment); if (shards >= shardsRequiredForNextUpgrade) { subElement5.Text = this.lang.Get("ARMORY_UPGRADE_NOW", new object[0]); } else { subElement5.Text = this.lang.Get("OBJECTIVE_PROGRESS", new object[] { shards, shardsRequiredForNextUpgrade }); } } if (ArmoryUtils.IsEquipmentOwned(currentPlayer, equipment)) { EquipmentVO nextLevel = equipmentUpgradeCatalog.GetNextLevel(equipment); if (nextLevel != null) { if (Service.ISupportController.FindFirstContractWithProductUid(nextLevel.Uid) != null) { subElement5.Visible = false; subElement3.Visible = false; } else if (currentPlayer.GetShards(equipment.EquipmentID) >= nextLevel.UpgradeShards) { subElement6.Visible = true; } } } this.SetDimmerBasedOnRequirements(currentPlayer, equipment); return(uXElement); }