private void Update()
 {
     if (!this.fadeEfcStart_)
     {
         this.fadeEfcBase_.efStart();
         this.fadeEfcStart_ = true;
     }
     if (!this.fadeEfcBase_.efIsEnd())
     {
         EFFECT_BASE_KEY_FRAME curFrameValue = this.fadeEfcBase_.getCurFrameValue();
         this.EfcColorW.a     = curFrameValue.col_a * GUIFadeControll.alphaScale;
         this.fadeImage.color = this.EfcColorW;
         if (!GUIFadeControll.actionStop)
         {
             this.fadeEfcBase_.efUpdate();
         }
         if (this.fadeEfcBase_.efGetCurKeyFrameIdx() == 1 && !this.isLoaded)
         {
             if (this.isBarrier)
             {
                 GUIManager.HideBarrier();
             }
             if (!GUIFadeControll.isExecuteFadeIn)
             {
                 if (GUIFadeControll.fadeAction != null)
                 {
                     GUIFadeControll.actionStop = true;
                     GUIFadeControll.fadeAction(0);
                 }
                 else
                 {
                     GUIFadeControll.LoadGUIAll();
                 }
             }
             else
             {
                 GUIFadeControll.actionStop = true;
                 if (GUIFadeControll.fadeAction != null)
                 {
                     GUIFadeControll.fadeAction(0);
                 }
                 GUIFadeControll.LoadGUIAll();
             }
             this.isLoaded = true;
         }
     }
     else
     {
         if (GUIFadeControll.fadeEndAction != null)
         {
             GUIFadeControll.fadeEndAction(0);
         }
         UnityEngine.Object.Destroy(base.gameObject);
         GUIFadeControll.fadeEnd = true;
     }
 }
Beispiel #2
0
    public static void FadeBlackReqFromSceneForMulti(int startId, string screenName, float outSec = 0.5f, float inSec = 0.5f)
    {
        GUIMain.beforeGUIScreen = new Stack <string>();
        GUICollider.DisableAllCollider("GUIMain");
        Action actionReceived = null;
        bool   isResult       = false;

        if (screenName != null)
        {
            if (screenName == "UIResult" || screenName == "UIPvPResult")
            {
                isResult       = true;
                actionReceived = delegate()
                {
                    GUIFadeControll.ActionRestart();
                    GUIMain.OnNewScreenStart(screenName);
                };
                goto IL_D8;
            }
            if (!(screenName == "UIHome"))
            {
            }
        }
        inSec = 0f;
        RestrictionInput.StartLoad(RestrictionInput.LoadType.LARGE_IMAGE_MASK_ON);
        actionReceived = delegate()
        {
            Loading.DisableMask();
            TipsLoading.Instance.StartTipsLoad(CMD_Tips.DISPLAY_PLACE.TitleToFarm, true);
            GUIFadeControll.LoadGUIAll();
        };
IL_D8:
        Time.timeScale = 1f;
        GUIFadeControll.SetLoadInfo(delegate(int x)
        {
            if (GUIMain.actCallBackBattle != null)
            {
                GUIMain.actCallBackBattle();
            }
            if (isResult)
            {
                Singleton <GUIMain> .instance.StartCoroutine(APIUtil.Instance().SendBattleResultForMulti(actionReceived, startId));
            }
            else
            {
                if (actionReceived != null)
                {
                    actionReceived();
                }
                ClassSingleton <QuestData> .Instance.ClearDNGDataCache();
            }
        }, "Empty", screenName, string.Empty, null, false);
        GUIFadeControll.SetFadeInfo(outSec, 0f, inSec, 1f);
        GUIManager.LoadCommonGUI("Effect/FADE_B", GUIMain.self.gameObject);
        GUIMain.backMode_ = true;
    }
 public static void ActionRestart()
 {
     GUIFadeControll.actionStop = false;
     GUIFadeControll.LoadGUIAll();
 }