public static InventoryManager.INVENTORY_TYPE GetInventoryType(EquipSetInfo setInfo, int index) { switch (index) { default: { EquipItemInfo equipItemInfo = setInfo.item[index]; if (equipItemInfo != null) { int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(equipItemInfo.tableData.type); return((InventoryManager.INVENTORY_TYPE)(equipmentTypeIndex + 1)); } return(InventoryManager.INVENTORY_TYPE.ONE_HAND_SWORD); } case 3: return(InventoryManager.INVENTORY_TYPE.ARMOR); case 4: return(InventoryManager.INVENTORY_TYPE.HELM); case 5: return(InventoryManager.INVENTORY_TYPE.ARM); case 6: return(InventoryManager.INVENTORY_TYPE.LEG); } }
public override void Initialize() { selectTypeIndex = UIBehaviour.GetEquipmentTypeIndex((EQUIPMENT_TYPE)(int)GameSection.GetEventData()); weaponPickupIndex = Array.FindIndex(uiTypeTab, (UI ui) => ui == UI.BTN_WEAPON_PICKUP); armorPickupIndex = Array.FindIndex(uiTypeTab, (UI ui) => ui == UI.BTN_ARMOR_PICKUP); SetPrefab((Enum)UI.OBJ_ROOT, "SmithEquipSelectBase_" + prefabSuffix); base.Initialize(); }
protected void UpdateRoomUserInfo(Transform trans, int index) { SetActive(trans, UI.SPR_USER_EMPTY, false); SetActive(trans, UI.SPR_USER_BATTLE, false); SetActive(trans, UI.SPR_USER_READY, false); SetActive(trans, UI.SPR_USER_READY_WAIT, false); SetActive(trans, UI.OBJ_CHAT, false); QuestRoomUserInfo component = trans.GetComponent <QuestRoomUserInfo>(); if (!(component == null)) { userInfo = MonoBehaviourSingleton <StatusManager> .I.GetCreatePlayerInfo().charaInfo; if (userInfo == null) { component.LoadModel(index, null); } else { equipSetNo = MonoBehaviourSingleton <UserInfoManager> .I.userStatus.eSetNo; SetActive(trans, UI.SPR_WEAPON_1, false); SetActive(trans, UI.SPR_WEAPON_2, false); SetActive(trans, UI.SPR_WEAPON_3, false); int weapon_index = 0; userInfo.equipSet.ForEach(delegate(CharaInfo.EquipItem data) { if (data != null) { EquipItemTable.EquipItemData equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData((uint)data.eId); if (equipItemData != null && equipItemData.IsWeapon()) { SetActive(trans, weaponIcon[weapon_index], true); int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(equipItemData.type); SetSprite(trans, weaponIcon[weapon_index], ITEM_TYPE_ICON_SPRITE_NAME[equipmentTypeIndex]); weapon_index++; } } }); component.LoadModel(index, userInfo); EquipSetCalculator equipSetCalculator = MonoBehaviourSingleton <StatusManager> .I.GetEquipSetCalculator(equipSetNo); SimpleStatus finalStatus = equipSetCalculator.GetFinalStatus(0, userInfo.hp, userInfo.atk, userInfo.def); SetLabelText(trans, UI.LBL_ATK, finalStatus.GetAttacksSum().ToString()); SetLabelText(trans, UI.LBL_DEF, finalStatus.GetDefencesSum().ToString()); SetLabelText(trans, UI.LBL_HP, finalStatus.hp.ToString()); SetLabelText(trans, UI.LBL_NAME, userInfo.name); SetLabelText(trans, UI.LBL_LV, userInfo.level.ToString()); } } }
protected virtual void SetupInventoryTypeToggole() { bool flag = selectTypeIndex < UIBehaviour.GetEquipmentTypeIndex(EQUIPMENT_TYPE.ARMOR) || selectTypeIndex == weaponPickupIndex; SetActive((Enum)UI.OBJ_ATK_ROOT, flag); SetActive((Enum)UI.OBJ_DEF_ROOT, !flag); SetToggleButton((Enum)UI.TGL_BUTTON_ROOT, flag, (Action <bool>) delegate(bool is_active) { EQUIPMENT_TYPE type = (!is_active) ? EQUIPMENT_TYPE.HELM : EQUIPMENT_TYPE.ONE_HAND_SWORD; int num = (!is_active) ? 1 : 0; ResetTween((Enum)tabAnimTarget[num], 0); PlayTween((Enum)tabAnimTarget[num], true, (EventDelegate.Callback)null, false, 0); SetActive((Enum)UI.OBJ_ATK_ROOT, is_active); SetActive((Enum)UI.OBJ_DEF_ROOT, !is_active); selectTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type); sortSettings.dialogType = ((!is_active) ? SortBase.DIALOG_TYPE.ARMOR : SortBase.DIALOG_TYPE.WEAPON); SortBase.SORT_REQUIREMENT sORT_REQUIREMENT = (sortSettings.dialogType != SortBase.DIALOG_TYPE.ARMOR) ? SortBase.SORT_REQUIREMENT.REQUIREMENT_WEAPON_BIT : SortBase.SORT_REQUIREMENT.REQUIREMENT_ARMORS_BIT; if ((sortSettings.requirement & sORT_REQUIREMENT) == (SortBase.SORT_REQUIREMENT) 0) { if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ATK) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.DEF; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.DEF) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ATK; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_ATK) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_DEF; } else if (sortSettings.requirement == SortBase.SORT_REQUIREMENT.ELEM_DEF) { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEM_ATK; } else { sortSettings.requirement = SortBase.SORT_REQUIREMENT.ELEMENT; } } SetDirty(InventoryUI); InitLocalInventory(); LocalInventory(); UpdateTabButton(); }); }
public int GetBadgeNum(EQUIPMENT_TYPE type) { int num = 0; int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type); if (!Singleton <EquipItemTable> .I.IsWeapon(type)) { if (!Singleton <EquipItemTable> .I.IsVisual(type)) { equipmentTypeIndex -= 5; return(defenseBadgeNum[equipmentTypeIndex]); } equipmentTypeIndex -= 5; return(visualBadgeNum[equipmentTypeIndex]); } return(weaponsBadgeNum[equipmentTypeIndex]); }
public override void Initialize() { EQUIPMENT_TYPE eQUIPMENT_TYPE = (EQUIPMENT_TYPE)(int)GameSection.GetEventData(); SmithManager.SmithCreateData smithCreateData = MonoBehaviourSingleton <SmithManager> .I.CreateSmithData <SmithManager.SmithCreateData>(); smithCreateData.selectCreateEquipItemType = TranslateInventoryType(UIBehaviour.GetEquipmentTypeIndex(eQUIPMENT_TYPE)); smithType = SmithType.GENERATE; GameSection.SetEventData(eQUIPMENT_TYPE); base.Initialize(); pickupWeapon = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.WEAPON_ALL); pickupArmor = Singleton <CreatePickupItemTable> .I.GetPickupItemAry(SortBase.TYPE.ARMOR_ALL); SetActive((Enum)UI.BTN_WEAPON_PICKUP, pickupWeapon.Length > 0); SetActive((Enum)UI.BTN_ARMOR_PICKUP, pickupArmor.Length > 0); selectTypeIndex = (int)Mathf.Log((float)smithCreateData.selectCreateEquipItemType, 2f); string caption = (!MonoBehaviourSingleton <InventoryManager> .I.IsWeaponInventoryType(base.selectInventoryType)) ? base.sectionData.GetText("CAPTION_DEFENCE") : base.sectionData.GetText("CAPTION_WEAPON"); InitializeCaption(caption); }
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); } }
public void RemoveSmithBadge(EQUIPMENT_TYPE type, bool is_pickup) { if (Singleton <EquipItemTable> .I.IsWeapon(type)) { int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(type); if (is_pickup) { if (smithBadgeData.pickupBadgeIds[0] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.pickupBadgeIds[0].ToArray()); smithBadgeData.pickupBadgeIds[0].Clear(); } smithBadgeData.pickupBadgeNum[0] = 0; } else { if (smithBadgeData.weaponsBadgeIds[equipmentTypeIndex] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.weaponsBadgeIds[equipmentTypeIndex].ToArray()); smithBadgeData.weaponsBadgeIds[equipmentTypeIndex].Clear(); } smithBadgeData.weaponsBadgeNum[equipmentTypeIndex] = 0; } } else if (Singleton <EquipItemTable> .I.IsVisual(type)) { int num = UIBehaviour.GetEquipmentTypeIndex(type) - 5; if (is_pickup) { if (smithBadgeData.pickupBadgeIds[1] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.pickupBadgeIds[1].ToArray()); smithBadgeData.pickupBadgeIds[1].Clear(); } smithBadgeData.pickupBadgeNum[1] = 0; } else { if (smithBadgeData.visualBadgeIds[num] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.visualBadgeIds[num].ToArray()); smithBadgeData.visualBadgeIds[num].Clear(); } smithBadgeData.visualBadgeNum[num] = 0; } } else { int num2 = UIBehaviour.GetEquipmentTypeIndex(type) - 5; if (is_pickup) { if (smithBadgeData.pickupBadgeIds[1] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.pickupBadgeIds[1].ToArray()); smithBadgeData.pickupBadgeIds[1].Clear(); } smithBadgeData.pickupBadgeNum[1] = 0; } else { if (smithBadgeData.defenseBadgeIds[num2] != null) { GameSaveData.instance.AddCheckedSmithCreateRecipe(smithBadgeData.defenseBadgeIds[num2].ToArray()); smithBadgeData.defenseBadgeIds[num2].Clear(); } smithBadgeData.defenseBadgeNum[num2] = 0; } } GameSaveData.Save(); }
private void CheckAndAddSmithBadge(SmithCreateItemInfo create_info, bool is_pickup = false) { int id = (int)create_info.equipTableData.id; if (NeedSmithBadge(create_info, is_pickup)) { if (create_info.equipTableData.IsWeapon()) { int equipmentTypeIndex = UIBehaviour.GetEquipmentTypeIndex(create_info.equipTableData.type); if (is_pickup) { if (smithBadgeData.pickupBadgeIds[0] == null) { smithBadgeData.pickupBadgeIds[0] = new List <int>(); } smithBadgeData.pickupBadgeIds[0].Add(id); smithBadgeData.pickupBadgeNum[0]++; } else { if (smithBadgeData.weaponsBadgeIds[equipmentTypeIndex] == null) { smithBadgeData.weaponsBadgeIds[equipmentTypeIndex] = new List <int>(); } smithBadgeData.weaponsBadgeIds[equipmentTypeIndex].Add(id); smithBadgeData.weaponsBadgeNum[equipmentTypeIndex]++; } } else if (create_info.equipTableData.IsVisual()) { int num = UIBehaviour.GetEquipmentTypeIndex(create_info.equipTableData.type) - 5; if (is_pickup) { if (smithBadgeData.pickupBadgeIds[1] == null) { smithBadgeData.pickupBadgeIds[1] = new List <int>(); } smithBadgeData.pickupBadgeIds[1].Add(id); smithBadgeData.pickupBadgeNum[1]++; } else { if (smithBadgeData.visualBadgeIds[num] == null) { smithBadgeData.visualBadgeIds[num] = new List <int>(); } smithBadgeData.visualBadgeIds[num].Add(id); smithBadgeData.visualBadgeNum[num]++; } } else { int num2 = UIBehaviour.GetEquipmentTypeIndex(create_info.equipTableData.type) - 5; if (is_pickup) { if (smithBadgeData.pickupBadgeIds[1] == null) { smithBadgeData.pickupBadgeIds[1] = new List <int>(); } smithBadgeData.pickupBadgeIds[1].Add(id); smithBadgeData.pickupBadgeNum[1]++; } else { if (smithBadgeData.defenseBadgeIds[num2] == null) { smithBadgeData.defenseBadgeIds[num2] = new List <int>(); } smithBadgeData.defenseBadgeIds[num2].Add(id); smithBadgeData.defenseBadgeNum[num2]++; } } } }