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using System;
using XUtliPoolLib;
namespace XMainClient
{
public class XGuildSalaryInfo
{
public uint Score
{
get
{
return this.m_score;
}
}
public uint TotalScore
{
get
{
return this.m_totalScore;
}
}
public uint Grade
{
get
{
return this.m_grade;
}
}
public uint Value
{
get
{
return this.m_value;
}
}
public float Percent
{
get
{
return this.m_Percent;
}
}
private uint m_score = 0u;
private uint m_totalScore = 0u;
private uint m_grade = 0u;
private uint m_value;
private float m_Percent = 0f;
public void Init(uint value, GuildSalaryTable.RowData rowData, uint index)
{
this.m_value = value;
bool flag = rowData == null;
if (!flag)
{
switch (index)
{
case 0u:
this.CalculateScore(ref rowData.NumberTransformation, value);
break;
case 1u:
this.CalculateScore(ref rowData.PrestigeTransformation, value);
break;
case 2u:
this.CalculateScore(ref rowData.ActiveTransformation, value);
break;
case 3u:
this.CalculateScore(ref rowData.EXPTransformation, value);
break;
}
this.CalculateGrade(rowData.GuildReview, this.m_score);
}
}
private void CalculateScore(ref SeqListRef<uint> transformation, uint value)
{
uint num = transformation[0, 0];
uint num2 = transformation[0, 1];
uint num3 = transformation[1, 0];
uint num4 = transformation[1, 1];
this.m_totalScore = num2;
bool flag = value > num2;
if (flag)
{
value = num2;
}
this.m_Percent = value / num2;
float num5 = this.m_Percent * num4;
this.m_score = (uint)Math.Floor((double)num5);
}
private void CalculateGrade(uint[] scores, uint cur)
{
this.m_grade = 1u;
bool flag = scores != null;
if (flag)
{
for (int i = scores.Length - 1; i >= 0; i--)
{
bool flag2 = cur < scores[i];
if (!flag2)
{
break;
}
this.m_grade += 1u;
}
}
}
}
}
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