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using System;
using System.Collections.Generic;
using KKSG;
using UnityEngine;
using XMainClient.UI;
using XMainClient.UI.UICommon;
using XUtliPoolLib;
namespace XMainClient
{
internal class GuildPassMgr : XSingleton<GuildPassMgr>
{
public Dictionary<uint, GuildPassBoard> attachDic;
private const int cnt = 6;
public bool isOpen = false;
public GameObject m_wait_blue;
public GameObject m_wait_red;
public void InitBoard()
{
bool flag = this.attachDic == null;
if (flag)
{
this.attachDic = new Dictionary<uint, GuildPassBoard>();
}
this.ClearAll();
this.isOpen = false;
for (uint num = 0u; num < 6u; num += 1u)
{
uint num2 = num + 1u;
GameObject gameObject = GameObject.Find("guadian/board" + num2);
GuildPassBoard guildPassBoard = gameObject.AddComponent<GuildPassBoard>();
uint sceneid = XGuildTerritoryDocument.mGuildTransfer.GetByid(num2).sceneid;
guildPassBoard.Init(num2, sceneid, gameObject);
this.attachDic.Add(num2, guildPassBoard);
}
for (uint num3 = 0u; num3 < 6u; num3 += 1u)
{
uint num4 = num3 + 6u + 1u;
GameObject gameObject2 = GameObject.Find("guadian/board" + num4);
GuildPassBoard guildPassBoard2 = gameObject2.AddComponent<GuildPassBoard>();
uint sceneid2 = XGuildTerritoryDocument.mGuildTransfer.GetByid(num4).sceneid;
guildPassBoard2.Init(num4, sceneid2, gameObject2);
this.attachDic.Add(num4, guildPassBoard2);
}
this.m_wait_blue = GameObject.Find("DynamicScene/wait_scene/wait_blue");
this.m_wait_red = GameObject.Find("DynamicScene/wait_scene/wait_red");
}
public void UpdateInfo(List<GCFZhanChBriefInfo> infos)
{
bool flag = infos != null;
if (flag)
{
for (int i = 0; i < infos.Count; i++)
{
foreach (KeyValuePair<uint, GuildPassBoard> keyValuePair in this.attachDic)
{
bool flag2 = keyValuePair.Value.sceneid == infos[i].mapid;
if (flag2)
{
keyValuePair.Value.UpdateBoard(infos[i]);
this.isOpen = infos[i].isopen;
}
}
}
bool flag3 = this.m_wait_red != null && this.m_wait_blue != null;
if (flag3)
{
this.m_wait_blue.SetActive(!this.isOpen);
this.m_wait_red.SetActive(!this.isOpen);
}
bool flag4 = DlgBase<BattleMain, BattleMainBehaviour>.singleton.IsVisible();
if (flag4)
{
bool flag5 = DlgBase<BattleMain, BattleMainBehaviour>.singleton.m_miniReportHandler != null;
if (flag5)
{
DlgBase<BattleMain, BattleMainBehaviour>.singleton.m_miniReportHandler.ShowPrepare(!this.isOpen);
DlgBase<BattleMain, BattleMainBehaviour>.singleton.m_miniReportHandler.ShowBegin(this.isOpen);
}
}
}
}
public void OpenAll()
{
foreach (KeyValuePair<uint, GuildPassBoard> keyValuePair in this.attachDic)
{
keyValuePair.Value.UpdateOpenState(true);
}
}
public void ClearAll()
{
bool flag = this.attachDic != null;
if (flag)
{
foreach (KeyValuePair<uint, GuildPassBoard> keyValuePair in this.attachDic)
{
keyValuePair.Value.ResetOpenState();
keyValuePair.Value.DestroyGameObjects();
UnityEngine.Object.Destroy(keyValuePair.Value);
}
this.attachDic.Clear();
}
}
}
}
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