示例#1
0
    protected void OnQuery_CHANGE()
    {
        if (localEquipSetData == null)
        {
            GameSection.StopEvent();
        }
        else
        {
            MonoBehaviourSingleton <StatusManager> .I.SetEquippingItem(localEquipSetData.equipSetInfo.item[localEquipSetData.index]);

            MonoBehaviourSingleton <InventoryManager> .I.changeInventoryType = StatusTop.GetInventoryType(localEquipSetData.equipSetInfo, localEquipSetData.index);
            if (!MonoBehaviourSingleton <UserInfoManager> .I.CheckTutorialBit(TUTORIAL_MENU_BIT.GACHA2))
            {
                List <EquipItemInfo> weaponInventory = MonoBehaviourSingleton <InventoryManager> .I.GetWeaponInventory();

                for (int i = 0; i < weaponInventory.Count; i++)
                {
                    if (weaponInventory[i].tableData.rarity >= RARITY_TYPE.S)
                    {
                        MonoBehaviourSingleton <InventoryManager> .I.changeInventoryType = (InventoryManager.INVENTORY_TYPE)(UIBehaviour.GetEquipmentTypeIndex(weaponInventory[i].tableData.type) + 1);
                        break;
                    }
                }
            }
            DetailEquipEventData detailEquipEventData = new DetailEquipEventData(gameEventData, localEquipSetData);
            GameSection.SetEventData(detailEquipEventData);
        }
    }
    protected override void OnQuery_DETAIL()
    {
        int num = (int)GameSection.GetEventData();

        if (isVisualMode)
        {
            GameSection.ChangeEvent("VISUAL_DETAIL", null);
            OnQuery_VISUAL_DETAIL();
        }
        else
        {
            StatusEquip.LocalEquipSetData localEquipSetData = new StatusEquip.LocalEquipSetData(selfCharaEquipSetNo, num, localEquipSet);
            object[] array = CreateSelfEventData(num);
            if (localEquipSet.item[num] == null)
            {
                MonoBehaviourSingleton <StatusManager> .I.SetEquippingItem(null);

                MonoBehaviourSingleton <InventoryManager> .I.changeInventoryType = StatusTop.GetInventoryType(localEquipSet, num);
                ItemDetailEquip.DetailEquipEventData event_data = new ItemDetailEquip.DetailEquipEventData(array, localEquipSetData);
                GameSection.ChangeEvent("CHANGE_EQUIP", event_data);
            }
            else
            {
                object[] array2 = new object[array.Length + 1];
                int      i      = 0;
                for (int num2 = array.Length; i < num2; i++)
                {
                    array2[i] = array[i];
                }
                array2[1] = GetLocalEquipSetAttachSkillListData(selfCharaEquipSetNo)[num];
                array2[array2.Length - 1] = localEquipSetData;
                GameSection.SetEventData(array2);
            }
        }
    }