using System; using System.Xml; using UnityEngine; namespace XMainClient { internal class AIRunTimeEntryTaskNode : AIRunTimeRootNode { public AIRunTimeEntryTaskNode(XmlElement node) : base(node) { for (int i = 0; i < node.Attributes.Count; i++) { bool flag = node.Attributes[i].Name.Length >= 3; if (flag) { string name = node.Attributes[i].Name.Substring(2); bool flag2 = node.Attributes[i].Name.StartsWith("F_"); if (flag2) { base.Data.SetFloatByName(name, float.Parse(node.Attributes[i].Value)); } else { bool flag3 = node.Attributes[i].Name.StartsWith("S_"); if (flag3) { base.Data.SetStringByName(name, node.Attributes[i].Value); } else { bool flag4 = node.Attributes[i].Name.StartsWith("I_"); if (flag4) { base.Data.SetIntByName(name, int.Parse(node.Attributes[i].Value)); } else { bool flag5 = node.Attributes[i].Name.StartsWith("B_"); if (flag5) { base.Data.SetBoolByName(name, node.Attributes[i].Value != "0"); } else { bool flag6 = node.Attributes[i].Name.StartsWith("V_"); if (flag6) { string[] array = node.Attributes[i].Value.Split(new char[] { ':' }); base.Data.SetVector3ByName(name, new Vector3(float.Parse(array[0]), float.Parse(array[1]), float.Parse(array[2]))); } } } } } } } } } }