private HistoryAbstractElement GetFreeElement(HistoryElementType type) { for (int i = 0; i < m_elements.Count; i++) { if (m_elements[i].type == type && !m_elements[i].get_gameObject().get_activeSelf()) { return(m_elements[i]); } } HistoryAbstractElement historyAbstractElement = null; for (int j = 0; j < m_elementPrefabs.Length; j++) { if (m_elementPrefabs[j].type == type) { historyAbstractElement = m_elementPrefabs[j]; break; } } if (historyAbstractElement == null) { Log.Error($"cannot find prefab for type {type}", 77, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\UI\\Fight\\History\\HistoryUI.cs"); } HistoryAbstractElement historyAbstractElement2 = Object.Instantiate <HistoryAbstractElement>(historyAbstractElement); HistoryAbstractElement historyAbstractElement3 = historyAbstractElement2; historyAbstractElement3.onPointerEnter = (Action <HistoryAbstractElement>)Delegate.Combine(historyAbstractElement3.onPointerEnter, new Action <HistoryAbstractElement>(OnElementPointerEnter)); HistoryAbstractElement historyAbstractElement4 = historyAbstractElement2; historyAbstractElement4.onPointerExit = (Action <HistoryAbstractElement>)Delegate.Combine(historyAbstractElement4.onPointerExit, new Action <HistoryAbstractElement>(OnElementPointerExit)); historyAbstractElement2.get_transform().SetParent(m_container, false); m_elements.Add(historyAbstractElement2); return(historyAbstractElement2); }
private HistoryAbstractElement EnQueueVisibleElement(HistoryElementType type) { //IL_0040: Unknown result type (might be due to invalid IL or missing references) HistoryAbstractElement freeElement = GetFreeElement(type); freeElement.canvasGroup.set_alpha(1f); freeElement.get_transform().SetAsLastSibling(); freeElement.get_gameObject().SetActive(true); (freeElement.get_transform() as RectTransform).set_anchoredPosition(m_enterDummyPos.get_anchoredPosition()); m_displayedElements.Add(freeElement); UpdateElements(); for (int i = 0; i < m_displayedElements.Count; i++) { m_displayedElements[i].depthFactor = (float)(i + 1) / (float)m_displayedElements.Count; } return(freeElement); }