Beispiel #1
0
    // Token: 0x060011A1 RID: 4513 RVA: 0x001ED814 File Offset: 0x001EBA14
    public void UpdateMove(float delta)
    {
        float num = this.CurTime / this.TotalTime;

        for (int i = 0; i < this.gameobject.transform.childCount; i++)
        {
            float d;
            if (this.offsetCenter[i].normalized.x < 0f && this.offsetCenter[i].normalized.y < 0f)
            {
                d = -9.5f;
            }
            else
            {
                d = 9.5f;
            }
            this.gameobject.transform.GetChild(i).Translate(this.offsetCenter[i].normalized * delta * d);
            this.gameobject.transform.GetChild(i).localScale = this.oriScale[i] + this.oriScale[i] * (0.15f * num);
            Color color = this.spriteRender[i].color;
            color.a = EasingEffect.Quintic(this.CurTime, 1f, -1f, this.TotalTime);
            this.spriteRender[i].color = color;
        }
    }
Beispiel #2
0
 // Token: 0x06001198 RID: 4504 RVA: 0x001ECDD8 File Offset: 0x001EAFD8
 public bool UpdateRun(float delta)
 {
     if (this.MotionTransform == null)
     {
         return(false);
     }
     if (this.Type == WorldMode.Wild)
     {
         if (this.DownUp == 255)
         {
             Vector3 source = this.Source;
             if (this.Change < 0f)
             {
                 source.y = this.Source.y;
             }
             else
             {
                 source.y = this.Source.y + this.Change;
             }
             this.MotionTransform.position = source;
             this.Builds[(int)this.UpdateIndex].Update(3);
             this.MotionIndex = -1;
             this.DownUp      = 0;
             return(false);
         }
         if (this.DeltaTime > this.WaitTime)
         {
             Vector3 source2 = this.Source;
             source2.y = EasingEffect.Linear(this.DeltaTime - this.WaitTime, this.Source.y, this.Change, this.TotalTime - this.WaitTime);
             this.MotionTransform.position = source2;
         }
     }
     else
     {
         float d = EasingEffect.Linear(this.DeltaTime, this.Source.x, this.Change, this.TotalTime);
         this.MotionTransform.GetChild((int)this.SpriteEffectIdx).localScale = Vector3.one * d;
     }
     this.DeltaTime += delta;
     if (this.TotalTime < this.DeltaTime)
     {
         if (this.Type == WorldMode.Wild)
         {
             this.Source.y = this.Source.y + this.Change;
             this.MotionTransform.position = this.Source;
             if (this.DownUp == 1)
             {
                 this.Builds[(int)this.UpdateIndex].Update(3);
                 this.Builds[(int)this.UpdateIndex].Update(0);
                 this.Source   = this.MotionTransform.position;
                 this.Source.y = this.Source.y - 32f;
                 this.MotionTransform.position = this.Source;
                 this.Change    = 32f;
                 this.DeltaTime = 0f;
                 this.TotalTime = 1f;
                 this.WaitTime  = 0f;
                 this.DownUp    = 0;
                 return(true);
             }
             this.ShowBuildCompleteEffect();
             this.Builds[(int)this.UpdateIndex].Update(3);
             this.Builds[(int)this.UpdateIndex].Update(5);
             this.UpdateMapSprite(255, 9);
         }
         else
         {
             this.Source.Set(this.Change, this.Change, this.Change);
             Transform motionTransform = this.MotionTransform;
             byte      spriteEffectIdx;
             this.SpriteEffectIdx = (spriteEffectIdx = this.SpriteEffectIdx) + 1;
             motionTransform.GetChild((int)spriteEffectIdx).localScale = this.Source;
             if (this.SpriteEffectIdx <= 4)
             {
                 this.Source.Set(1f, 1f, 1f);
                 this.MotionTransform.GetChild((int)this.SpriteEffectIdx).localScale = this.Source;
                 this.MotionTransform.GetChild((int)this.SpriteEffectIdx).gameObject.SetActive(true);
                 this.DeltaTime = 0f;
                 this.TotalTime = 0.25f;
                 return(true);
             }
         }
         this.MotionTransform = null;
         return(false);
     }
     return(true);
 }
Beispiel #3
0
 // Token: 0x0600204B RID: 8267 RVA: 0x003D3B18 File Offset: 0x003D1D18
 public void Update()
 {
     if (this.PassInit > 0)
     {
         this.PassInit -= 1;
         if (this.PassInit == 0)
         {
             int num = Mathf.Clamp(this.MaxScrollItemCount, 0, 3);
             this.TechItem = new UITechInstitute._TechItem[num];
             this.m_itemView.IntiScrollPanel(285f, 0f, 0f, this.tmplist, num, this);
             for (int i = 0; i < this.MaxScrollItemCount; i++)
             {
                 this.tmplist.Add(227f);
             }
             this.m_itemView.AddNewDataHeight(this.tmplist, true, true);
             this.m_itemView.gameObject.SetActive(true);
             this.ScroContent = this.m_itemView.transform.GetChild(0).GetComponent <RectTransform>();
             float num2 = this.ScroContent.sizeDelta.y - 285f;
             float num3 = GameConstants.ConvertBytesToFloat(this.GUIM.TechKindSaved, 1);
             if (num2 < num3 && this.GUIM.TechKindSaved[0] > 0)
             {
                 byte[] techKindSaved = this.GUIM.TechKindSaved;
                 int    num4          = 0;
                 techKindSaved[num4] -= 1;
                 num3 = num2;
             }
             this.m_itemView.GoTo((int)this.GUIM.TechKindSaved[0], num3);
             this.TextRefresh();
         }
     }
     else
     {
         for (int j = 0; j < this.TechItem.Length; j++)
         {
             for (int k = 0; k < this.TechItem[j].Research.Length; k++)
             {
                 if (this.TechItem[j].Research[k].gameObject.activeSelf)
                 {
                     if (this.RotTime <= 1.3f)
                     {
                         Quaternion localRotation = this.TechItem[j].Research[k].localRotation;
                         Vector3    eulerAngles   = localRotation.eulerAngles;
                         if (this.RotTime <= 0.5f)
                         {
                             eulerAngles.z = EasingEffect.Linear(this.RotTime, 0f, 180f, 0.5f);
                         }
                         else
                         {
                             eulerAngles.z = 180f;
                         }
                         localRotation.eulerAngles = eulerAngles;
                         this.TechItem[j].Research[k].localRotation = localRotation;
                     }
                     else if (this.RotTime <= 2.6f)
                     {
                         float      num5           = this.RotTime - 1.3f;
                         Quaternion localRotation2 = this.TechItem[j].Research[k].localRotation;
                         Vector3    eulerAngles2   = localRotation2.eulerAngles;
                         if (num5 <= 0.5f)
                         {
                             eulerAngles2.z = EasingEffect.Linear(num5, 180f, 180f, 0.5f);
                         }
                         else
                         {
                             eulerAngles2.z = 360f;
                         }
                         localRotation2.eulerAngles = eulerAngles2;
                         this.TechItem[j].Research[k].localRotation = localRotation2;
                     }
                     else
                     {
                         this.RotTime = 0f;
                     }
                     this.RotTime += Time.smoothDeltaTime;
                     return;
                 }
             }
         }
     }
 }
Beispiel #4
0
    // Token: 0x06002425 RID: 9253 RVA: 0x0041E8B0 File Offset: 0x0041CAB0
    public void Update()
    {
        if (this.BackRect == null)
        {
            return;
        }
        if (this.MapHud != null)
        {
            this.MapHud.Update();
        }
        this.CheckQueue();
        float num = 0.5f;

        if (this.BackRect == null || !this.BackRect.gameObject.activeSelf)
        {
            return;
        }
        Vector2 sizeDelta         = this.BackRect.sizeDelta;
        Vector2 anchoredPosition  = this.BackRect.anchoredPosition;
        float   unscaledDeltaTime = Time.unscaledDeltaTime;

        if (this.bFirstShow)
        {
            sizeDelta.y         = 40f;
            sizeDelta.x         = EasingEffect.Linear(this.FirstShowTime, 0f, this.BackMaxWidth, this.MaxFirstShowTime);
            this.FirstShowTime += unscaledDeltaTime;
            if (this.FirstShowTime > this.MaxFirstShowTime)
            {
                this.bFirstShow  = false;
                this.FadeoutTime = 0f;
                sizeDelta.x      = this.BackMaxWidth;
            }
            this.BackRect.sizeDelta = sizeDelta;
            return;
        }
        int num2 = (int)((float)this.MinBackHeight - sizeDelta.y);
        int num3 = (int)((float)this.DesirePos - anchoredPosition.y);

        if (num2 > 0)
        {
            sizeDelta.y += (float)this.MinBackHeight * unscaledDeltaTime * 5f;
            if (sizeDelta.y > (float)this.MinBackHeight)
            {
                sizeDelta.y = (float)this.MinBackHeight;
            }
            this.BackRect.sizeDelta = sizeDelta;
        }
        if (num3 > 0)
        {
            anchoredPosition.y += (float)this.MinBackHeight * unscaledDeltaTime * 5f;
            if (anchoredPosition.y > (float)this.DesirePos)
            {
                anchoredPosition.y = (float)this.DesirePos;
            }
            this.BackRect.anchoredPosition = anchoredPosition;
        }
        for (int i = 0; i < 3; i++)
        {
            this.HudMessage[i].Update();
        }
        num2 = (int)((float)this.MinBackHeight - sizeDelta.y);
        if (num2 < 0)
        {
            sizeDelta.y -= (float)this.MinBackHeight * unscaledDeltaTime * 5f;
            if (sizeDelta.y < (float)this.MinBackHeight)
            {
                sizeDelta.y = (float)this.MinBackHeight;
            }
            this.BackRect.sizeDelta = sizeDelta;
        }
        if (num3 < 0)
        {
            anchoredPosition.y -= (float)this.MinBackHeight * unscaledDeltaTime * 5f;
            if (anchoredPosition.y < (float)this.DesirePos)
            {
                anchoredPosition.y = (float)this.DesirePos;
            }
            this.BackRect.anchoredPosition = anchoredPosition;
        }
        if (this.UseCount == 0 && num2 == 0)
        {
            this.BackCanvasGroup.alpha = 1f - this.FadeoutTime / num;
            this.FadeoutTime          += unscaledDeltaTime;
            if (this.FadeoutTime > num)
            {
                sizeDelta.Set(0f, this.BackRect.sizeDelta.y);
                this.BackRect.sizeDelta        = sizeDelta;
                anchoredPosition.y             = this.BackOriPos.y;
                this.BackRect.anchoredPosition = anchoredPosition;
                this.BackRect.gameObject.SetActive(false);
            }
        }
    }