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using System;
using UILib;
using UnityEngine;
namespace XMainClient
{
internal class XGuildSignNode
{
public BonusState bonusState
{
get
{
return this.m_bonusState;
}
}
private Transform m_ProgressGo;
private Transform m_CircleGo;
private IXUISlider m_slider;
private IXUISprite m_Filled;
private IXUISprite m_Packeton;
private IXUISprite m_Finish;
private IXUILabel m_SignNumber;
public IXUISprite m_pressCircle;
public IXUISprite m_redSprite;
private BonusState m_bonusState;
public XGuildSignNode(int key, Transform pGo, Transform cGo)
{
this.m_ProgressGo = pGo;
this.m_CircleGo = cGo;
this.m_pressCircle = (this.m_CircleGo.GetComponent("XUISprite") as IXUISprite);
this.m_pressCircle.ID = (ulong)((long)key);
this.m_slider = (this.m_ProgressGo.GetComponent("XUISlider") as IXUISlider);
this.m_Filled = (this.m_CircleGo.Find("filled").GetComponent("XUISprite") as IXUISprite);
this.m_Packeton = (this.m_CircleGo.Find("Packeton").GetComponent("XUISprite") as IXUISprite);
this.m_Finish = (this.m_CircleGo.Find("Sprite").GetComponent("XUISprite") as IXUISprite);
this.m_SignNumber = (this.m_CircleGo.Find("T").GetComponent("XUILabel") as IXUILabel);
this.m_redSprite = (this.m_CircleGo.Find("RedPoint").GetComponent("XUISprite") as IXUISprite);
this.Reset();
}
public void SetSignNumber(uint number)
{
this.m_SignNumber.SetText(number.ToString());
}
public void SetBonusProgress(float p)
{
float value = (p > 0f) ? (p * 0.9f + 0.1f) : 0f;
this.m_slider.Value = value;
}
public void SetBonusStatu(BonusState _bonusState)
{
this.Reset();
this.m_bonusState = _bonusState;
switch (_bonusState)
{
case BonusState.Bonus_Active:
this.m_Filled.SetVisible(true);
this.m_Finish.SetVisible(false);
this.m_Packeton.SetVisible(true);
this.m_redSprite.SetVisible(false);
break;
case BonusState.Bonus_UnActive:
this.m_Filled.SetVisible(false);
this.m_Packeton.SetVisible(false);
this.m_Finish.SetVisible(false);
this.m_redSprite.SetVisible(false);
break;
case BonusState.Bonus_Actived:
this.m_Filled.SetVisible(true);
this.m_Packeton.SetVisible(true);
this.m_Finish.SetVisible(false);
this.m_redSprite.SetVisible(true);
break;
case BonusState.Bouns_Over:
this.m_Filled.SetVisible(true);
this.m_Finish.SetVisible(true);
this.m_Packeton.SetVisible(true);
this.m_redSprite.SetVisible(false);
break;
}
}
public void Reset()
{
this.m_slider.Value = 0f;
this.m_Filled.SetVisible(false);
this.m_Packeton.SetVisible(false);
this.m_Finish.SetVisible(false);
this.m_redSprite.SetVisible(false);
}
}
}
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