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using System;
using UILib;
using UnityEngine;
namespace XMainClient.UI
{
internal class HeroBattleTeam
{
public uint Score
{
set
{
bool flag = this._score != value;
if (flag)
{
this._score = value;
this.m_Score.SetText(string.Format("{0}%", this._score));
}
}
}
public GameObject m_OccupantCircle;
public IXUIProgress m_Ring;
public IXUILabel m_Score;
private uint _score = 0u;
public HeroBattleTeam(Transform ts)
{
this.m_Ring = (ts.Find("Ring").GetComponent("XUIProgress") as IXUIProgress);
this.m_Ring.value = 0f;
this.m_Score = (ts.Find("Score").GetComponent("XUILabel") as IXUILabel);
this.m_Score.SetText("0%");
this.m_OccupantCircle = ts.Find("Circle").gameObject;
this.m_OccupantCircle.transform.localPosition = XGameUI.Far_Far_Away;
}
public void SetOccupyValue(float value)
{
this.m_Ring.value = value;
}
public void SetOccupantState(bool state)
{
this.m_OccupantCircle.transform.localPosition = (state ? Vector3.zero : XGameUI.Far_Far_Away);
if (state)
{
this.SetOccupyValue(0f);
}
}
}
}
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