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path: root/Client/Assets/Scripts/XMainClient/BarrageItem.cs
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using System;
using System.Collections.Generic;
using UILib;
using UnityEngine;
using XMainClient.UI.UICommon;
using XUtliPoolLib;

namespace XMainClient
{
	internal class BarrageItem : DlgBehaviourBase
	{
		private List<string> m_colors = new List<string>();

		private List<int> m_sizes = new List<int>();

		public IXUILabel label;

		public GameObject outline;

		public Transform cacheTrans;

		private BarrageQueue mQueue;

		private int labelWidth = 10;

		private Vector3 start;

		private Vector3 end;

		private float t_start;

		private float t_cnt;

		public void Awake()
		{
			this.cacheTrans = base.transform;
			this.label = (this.cacheTrans.GetComponent("XUILabel") as IXUILabel);
			this.outline = this.cacheTrans.Find("me").gameObject;
			this.m_colors = XSingleton<XGlobalConfig>.singleton.GetStringList("BarrageColors");
			this.m_sizes = XSingleton<XGlobalConfig>.singleton.GetIntList("BarrageSize");
		}

		public void Make(string txt, BarrageQueue queue, bool outl)
		{
			this.mQueue = queue;
			int index = UnityEngine.Random.Range(0, this.m_colors.Count);
			int fontSize = UnityEngine.Random.Range(this.m_sizes[0], this.m_sizes[1]);
			txt = XSingleton<XCommon>.singleton.StringCombine(this.m_colors[index], txt, "[-]");
			this.label.SetText(txt);
			this.label.spriteDepth = queue.depth;
			this.label.fontSize = fontSize;
			this.label.SetDepthOffset(queue.queueCnt);
			this.labelWidth = this.label.spriteWidth;
			this.start = base.transform.localPosition;
			this.end = new Vector3(this.start.x - (float)(this.labelWidth * 2) - 1136f, this.start.y, this.start.z);
			this.t_start = Time.time;
			this.t_cnt = (float)BarrageDlg.MOVE_TIME;
			this.outline.SetActive(outl);
		}

		public void Update()
		{
			bool flag = DlgBase<BarrageDlg, BarrageBehaviour>.singleton.IsOutScreen(this.cacheTrans.localPosition.x + (float)this.labelWidth);
			if (flag)
			{
				bool flag2 = this.mQueue != null;
				if (flag2)
				{
					this.mQueue.FadeOut(this);
				}
				DlgBase<BarrageDlg, BarrageBehaviour>.singleton.RecycleItem(this);
			}
			else
			{
				bool flag3 = this.cacheTrans != null;
				if (flag3)
				{
					this.cacheTrans.localPosition = Vector3.Lerp(this.start, this.end, (Time.time - this.t_start) / this.t_cnt);
				}
			}
		}

		public void Drop()
		{
			bool flag = base.gameObject != null;
			if (flag)
			{
				UnityEngine.Object.Destroy(base.gameObject);
			}
		}
	}
}