public void SetData(SkillPowerUpResult inSkillPowerUpResult, ConceptCardData inCurrentCardData, int inPrevAwakeCount, int inPrevLevel) { this.prevAwakeCount = inPrevAwakeCount; this.skillPowerUpResult = inSkillPowerUpResult; this.currentCardData = inCurrentCardData; this.skillPowerUpResult.SetData(this.currentCardData, this.prevAwakeCount, inPrevLevel, true); this.conceptCardTrustMaster.SetData(this.currentCardData); if (this.skillPowerUpResult.IsEnd) { Object.Destroy((Object)((Component)this.skillPowerUpResult).get_gameObject()); this.skillPowerUpResult = (SkillPowerUpResult)null; if (!this.HasAbilityPowerUp()) { FlowNode_GameObject.ActivateOutputLinks((Component)this, 101); } else { this.StartCoroutine(this.CreateAbilityResultCroutine()); } } else { this.CheckPages(); } }
public void SetData(SkillPowerUpResult inSkillPowerUpResult, ConceptCardData currentCardData, int prevAwakeCount, int prevLevel) { this.skillPowerUpResult = inSkillPowerUpResult; this.skillPowerUpResult.SetData(currentCardData, prevAwakeCount, prevLevel, false); if (this.skillPowerUpResult.IsEnd) { ((Component)this.skillPowerUpResult).get_gameObject().SetActive(false); FlowNode_GameObject.ActivateOutputLinks((Component)this, 101); } else { this.skillPowerUpResult.ApplyContent(); } }
private void CheckPages() { if (this.isEnd) { return; } if (Object.op_Inequality((Object)this.skillPowerUpResult, (Object)null)) { if (this.skillPowerUpResult.IsEnd) { if (!this.HasAbilityPowerUp()) { FlowNode_GameObject.ActivateOutputLinks((Component)this, 100); this.isEnd = true; } else { this.StartCoroutine(this.CreateAbilityResultCroutine()); } Object.Destroy((Object)((Component)this.skillPowerUpResult).get_gameObject()); this.skillPowerUpResult = (SkillPowerUpResult)null; } else { this.skillPowerUpResult.ApplyContent(); } } else if (Object.op_Inequality((Object)this.abilityPowerUpResult, (Object)null)) { if (this.abilityPowerUpResult.IsEnd) { FlowNode_GameObject.ActivateOutputLinks((Component)this, 100); this.isEnd = true; } else { this.abilityPowerUpResult.ApplyContent(); } } else { FlowNode_GameObject.ActivateOutputLinks((Component)this, 100); this.isEnd = true; } }