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using System;
using XMainClient.UI;
using XUtliPoolLib;
namespace XMainClient
{
internal class EquipAttrData
{
public uint Slot
{
get
{
return this.m_slot;
}
}
public uint AttrId
{
get
{
return this.m_attrId;
}
}
public bool IsCanSmelt
{
get
{
return this.m_isCanSmelt;
}
}
public uint Prob
{
get
{
return this.m_prob;
}
}
public EquipAttrRange RangValue
{
get
{
return this.m_rang;
}
}
private uint m_slot = 0u;
private uint m_attrId = 0u;
private uint m_prob = 0u;
private bool m_isCanSmelt = false;
private EquipAttrRange m_rang;
public EquipAttrData(RandomAttributes.RowData row)
{
this.m_slot = (uint)row.Slot;
this.m_attrId = (uint)row.AttrID;
this.m_prob = (uint)row.Prob;
this.m_isCanSmelt = (row.CanSmelt == 1);
this.m_rang = new EquipAttrRange(row.Range);
}
public EquipAttrData(ForgeAttributes.RowData row)
{
this.m_slot = (uint)row.Slot;
this.m_attrId = (uint)row.AttrID;
this.m_prob = (uint)row.Prob;
this.m_isCanSmelt = (row.CanSmelt == 1);
this.m_rang = new EquipAttrRange(row.Range);
}
public double GetPercentValue(uint attrValue)
{
float num = (this.m_rang.D_value == 0f) ? 1f : this.m_rang.D_value;
bool flag = attrValue < this.m_rang.Max;
double num2;
if (flag)
{
num2 = (double)((attrValue - this.m_rang.Min) * 100f / num);
}
else
{
num2 = 100.0;
}
return num2 / 100.0;
}
public string GetColor(uint attrValue)
{
float num = (this.m_rang.D_value == 0f) ? 1f : this.m_rang.D_value;
bool flag = attrValue != this.m_rang.Max;
float num2;
if (flag)
{
num2 = (attrValue - this.m_rang.Min) * 100f / num;
}
else
{
num2 = 100f;
}
int quality = EquipAttrDataMgr.MarkList.Count - 1;
for (int i = 0; i < EquipAttrDataMgr.MarkList.Count; i++)
{
bool flag2 = num2 < (float)EquipAttrDataMgr.MarkList[i];
if (flag2)
{
quality = i;
break;
}
}
return XSingleton<UiUtility>.singleton.GetItemQualityRGB(quality);
}
}
}
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