using System; using System.Collections.Generic; using MaidStatus; using UnityEngine; public class AttributeViewerOld : MonoBehaviour { public void Awake() { if (this.seikantai_list_.Count != 0) { return; } GameObject childObject = UTY.GetChildObject(base.gameObject, "Contents/ErogenousZone/ErogenousZoneParent", false); string[] array = new string[] { "口", "喉", "乳首", "クリトリス" }; for (int i = 0; i < array.Length; i++) { AttributeViewerOld.SeikantaiObject item = default(AttributeViewerOld.SeikantaiObject); GameObject gameObject = childObject.transform.GetChild(i).gameObject; item.gage = UTY.GetChildObject(gameObject, "Gauge", false).transform; item.percent_label = UTY.GetChildObject(gameObject, "Number/Value", false).GetComponent(); this.seikantai_list_.Add(item); } this.seiheki_table_ = UTY.GetChildObject(base.gameObject, "Contents/Attribute/AttributeUnitParent", false).GetComponent(); List childList = this.seiheki_table_.GetChildList(); for (int j = 0; j < childList.Count; j++) { childList[j].gameObject.SetActive(false); } this.seiheki_table_.Reposition(); } public void OnEnable() { this.Awake(); this.UpdateStatusInfo(); } public void SetMaid(Maid maid) { this.maid_ = maid; this.UpdateStatusInfo(); } public void UpdateStatusInfo() { this.Awake(); if (this.maid_ == null) { return; } Status status = this.maid_.status; int[] array = new int[] { status.OldStatus.sexual.mouth, status.OldStatus.sexual.throat, status.OldStatus.sexual.nipple, status.OldStatus.sexual.curi }; NDebug.Assert(array.Length == this.seikantai_list_.Count, "error"); for (int i = 0; i < this.seikantai_list_.Count; i++) { AttributeViewerOld.SeikantaiObject seikantaiObject = this.seikantai_list_[i]; seikantaiObject.gage.transform.localScale = new Vector2((float)array[i] / 1000f, 1f); seikantaiObject.percent_label.text = (array[i] / 10).ToString(); } List childList = this.seiheki_table_.GetChildList(); for (int j = 0; j < childList.Count; j++) { childList[j].gameObject.SetActive(false); } int num = 0; foreach (Propensity.Data data in status.propensitys.GetValueArray()) { if (childList.Count <= num) { break; } childList[num].gameObject.SetActive(true); UILabel componentInChildren = childList[num].gameObject.GetComponentInChildren(); if (!(componentInChildren == null)) { componentInChildren.text = data.drawName; num++; } } } private Maid maid_; private List seikantai_list_ = new List(); private UITable seiheki_table_; private struct SeikantaiObject { public Transform gage; public UILabel percent_label; } }