protected void UpdateSubMissionButton() { uint questId = info.needs[0].questId; if (questId == 0) { SetActive((Enum)UI.BTN_SUBMISSION, false); } else { QuestTable.QuestTableData questData = Singleton <QuestTable> .I.GetQuestData(questId); SetActive((Enum)UI.BTN_SUBMISSION, questData.IsMissionExist()); } }
private void SetUpSubMissions(Transform t, QuestTable.QuestTableData quest) { UI[] array = new UI[3] { UI.OBJ_MISSION_INFO_1, UI.OBJ_MISSION_INFO_2, UI.OBJ_MISSION_INFO_3 }; if (!quest.IsMissionExist()) { SetActive(t, UI.OBJ_SUBMISSION_ROOT, false); } else { SetActive(t, UI.OBJ_SUBMISSION_ROOT, true); ClearStatusQuest clearStatusQuestData = MonoBehaviourSingleton <QuestManager> .I.GetClearStatusQuestData(quest.questID); if (clearStatusQuestData == null) { int i = 0; for (int num = quest.missionID.Length; i < num; i++) { uint num2 = quest.missionID[i]; SetActive(t, array[i], num2 != 0); SetSubMissionNotCleared(FindCtrl(t, array[i]), num2); } } else { int j = 0; for (int count = clearStatusQuestData.missionStatus.Count; j < count; j++) { uint num3 = quest.missionID[j]; SetActive(t, array[j], num3 != 0); CLEAR_STATUS clearStatus = (CLEAR_STATUS)clearStatusQuestData.missionStatus[j]; SetSubMissionCleared(FindCtrl(t, array[j]), num3, clearStatus); } } } }
protected void UpdateSubMission() { UI[] array = new UI[3] { UI.OBJ_MISSION_INFO_1, UI.OBJ_MISSION_INFO_2, UI.OBJ_MISSION_INFO_3 }; UI[] array2 = new UI[3] { UI.OBJ_TOP_CROWN_1, UI.OBJ_TOP_CROWN_2, UI.OBJ_TOP_CROWN_3 }; UI[] array3 = new UI[3] { UI.LBL_MISSION_INFO_1, UI.LBL_MISSION_INFO_2, UI.LBL_MISSION_INFO_3 }; UI[] array4 = new UI[3] { UI.SPR_MISSION_INFO_CROWN_1, UI.SPR_MISSION_INFO_CROWN_2, UI.SPR_MISSION_INFO_CROWN_3 }; UI[] array5 = new UI[3] { UI.SPR_CROWN_1, UI.SPR_CROWN_2, UI.SPR_CROWN_3 }; if (info.needs.Length != 0) { uint questId = info.needs[0].questId; if (questId != 0) { QuestTable.QuestTableData questData = Singleton <QuestTable> .I.GetQuestData(questId); if (!questData.IsMissionExist()) { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, false); } else { ClearStatusQuest clearStatusQuestData = MonoBehaviourSingleton <QuestManager> .I.GetClearStatusQuestData(questId); if (clearStatusQuestData == null) { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, true); int i = 0; for (int num = questData.missionID.Length; i < num; i++) { uint num2 = questData.missionID[i]; SetActive(submissionFrame, array[i], num2 != 0); SetActive(submissionFrame, array2[i], num2 != 0); SetActive(submissionFrame, array3[i], num2 != 0); if (num2 != 0) { SetActive(submissionFrame, array4[i], false); SetActive(submissionFrame, array5[i], false); QuestTable.MissionTableData missionData = Singleton <QuestTable> .I.GetMissionData(num2); SetLabelText(submissionFrame, array3[i], missionData.missionText); } } } else { SetActive((Enum)UI.OBJ_SUBMISSION_ROOT, true); int j = 0; for (int count = clearStatusQuestData.missionStatus.Count; j < count; j++) { CLEAR_STATUS cLEAR_STATUS = (CLEAR_STATUS)clearStatusQuestData.missionStatus[j]; SetActive(submissionFrame, array[j], questData.missionID[j] != 0); SetActive(submissionFrame, array2[j], questData.missionID[j] != 0); SetActive(submissionFrame, array4[j], cLEAR_STATUS >= CLEAR_STATUS.CLEAR); SetActive(submissionFrame, array5[j], cLEAR_STATUS >= CLEAR_STATUS.CLEAR); QuestTable.MissionTableData missionData2 = Singleton <QuestTable> .I.GetMissionData(questData.missionID[j]); SetLabelText(submissionFrame, array3[j], missionData2.missionText); } } } } } }