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PrestigePanel.txt
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// dnSpy decompiler from Assembly-CSharp.dll
using System;
using UnityEngine;
using UnityEngine.UI;
public class PrestigePanel : MonoBehaviour
{
private void Start()
{
}
private void OnEnable()
{
this.updatePanel();
}
public void clickedPartialButton()
{
UIManager.Instance.closeBlackBg();
GameManager.Instance.doPrestige(false);
}
public void clickedFullButton()
{
UIManager.Instance.closeBlackBg();
GameManager.Instance.doPrestige(true);
}
private void updatePanel()
{
if (GameManager.Instance.statHighestWave >= 100)
{
this.earlyPrestigeButton.SetActive(false);
}
else
{
this.earlyPrestigeButton.SetActive(true);
}
double prestigeGems = GameManager.Instance.getPrestigeGems(GameManager.Instance.enemyWaveNum);
this.bpAmtText.text = "+" + UIManager.Instance.convertNumberFormat(prestigeGems.ToString("0")) + " blueprints";
int prestigeSkillpointAmt = GameManager.Instance.getPrestigeSkillpointAmt(GameManager.Instance.enemyWaveNum - 1);
this.spAmtText.text = "+" + UIManager.Instance.convertNumberFormat(prestigeSkillpointAmt.ToString("0")) + " skillpoints";
int num = 10 + GameManager.Instance.tech22Lvl;
float num2 = (float)num * 0.01f;
float num3 = (float)(GameManager.Instance.enemyWaveNum - 1) * num2;
int num4 = (int)num3;
this.partialResetWaveText.text = "Back to wave " + num4;
this.saveWave = GameManager.Instance.enemyWaveNum;
}
private void Update()
{
if (this.saveWave != GameManager.Instance.enemyWaveNum)
{
this.updatePanel();
}
}
public Text bpAmtText;
public Text spAmtText;
public GameObject earlyPrestigeButton;
public Text partialResetWaveText;
private int saveWave;
}