private IEnumerator LeaveMenuAnimation(MenuUIController.MenuCloseDelegate onClose)
        {
            yield return((object)new WaitForEndOfFrame());

            LeanTween.cancel(BackgroundTexture.gameObject);
            LeanTween.cancel(HistoryPanel.gameObject);
            LeanTween.value(this.BackgroundTexture.gameObject, delegate(float f)
            {
                this.BackgroundTexture.alpha = f;
            }, 0.5f, 0f, 0.2f);
            LeanTween.value(this.HistoryPanel.gameObject, delegate(float f)
            {
                this.HistoryPanel.alpha = f;
            }, 1f, 0f, 0.2f);
            GameSystem.Instance.MainUIController.FadeIn(0.2f);
            GameSystem.Instance.SceneController.RevealFace(0.2f);
            HistoryTextButton[] array = textButtons;
            foreach (HistoryTextButton t in array)
            {
                t.FadeOut(0.2f);
            }
            GameSystem.Instance.ExecuteActions();
            yield return((object)new WaitForSeconds(0.3f));

            onClose?.Invoke();
            Object.Destroy(base.gameObject);
        }
    private IEnumerator LeaveMenuAnimation(MenuUIController.MenuCloseDelegate onClose, bool showMessage)
    {
        this.isClosing = true;
        if (this.time > 0f)
        {
            yield return(new WaitForSeconds(this.time));
        }
        yield return(null);

        yield return(null);

        LeanTween.value(this.Panel.gameObject, delegate(float f)
        {
            this.Panel.alpha = f;
        }, 1f, 0f, 0.3f);
        yield return(new WaitForSeconds(0.3f));

        if (showMessage)
        {
            GameSystem.Instance.MainUIController.FadeIn(0.3f);
            GameSystem.Instance.SceneController.RevealFace(0.3f);
            GameSystem.Instance.ExecuteActions();
            yield return(new WaitForSeconds(0.3f));
        }
        if (onClose != null)
        {
            onClose();
        }
        UnityEngine.Object.Destroy(base.gameObject);
        yield break;
    }
Beispiel #3
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        private IEnumerator LeaveMenuAnimation(MenuUIController.MenuCloseDelegate onClose)
        {
            yield return(new WaitForEndOfFrame());

            LeanTween.cancel(this.BackgroundTexture.gameObject);
            LeanTween.cancel(this.HistoryPanel.gameObject);
            LeanTween.value(this.BackgroundTexture.gameObject, delegate(float f)
            {
                this.BackgroundTexture.alpha = f;
            }, 0.5f, 0f, 0.2f);
            LeanTween.value(this.HistoryPanel.gameObject, delegate(float f)
            {
                this.HistoryPanel.alpha = f;
            }, 1f, 0f, 0.2f);
            GameSystem.Instance.MainUIController.FadeIn(0.2f);
            GameSystem.Instance.SceneController.RevealFace(0.2f);
            foreach (HistoryTextButton historyTextButton in this.textButtons)
            {
                historyTextButton.FadeOut(0.2f);
            }
            GameSystem.Instance.ExecuteActions();
            yield return(new WaitForSeconds(0.3f));

            if (onClose != null)
            {
                onClose();
            }
            UnityEngine.Object.Destroy(base.gameObject);
            yield break;
        }
Beispiel #4
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        private IEnumerator LeaveMenuAnimation(MenuUIController.MenuCloseDelegate onClose)
        {
            BackgroundTween.PlayReverse();
            yield return((object)new WaitForSeconds(0.5f));

            onClose?.Invoke();
            Object.Destroy(base.gameObject);
        }
Beispiel #5
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 public void Leave(MenuUIController.MenuCloseDelegate onClose)
 {
     for (int i = 0; i < Sprites.Count; i++)
     {
         TitleScreenButton component = Sprites[i].GetComponent <TitleScreenButton>();
         if (component != null)
         {
             component.IsLeaving = true;
         }
     }
     StartCoroutine(LeaveMenuAnimation(onClose));
 }
        private IEnumerator LeaveMenuAnimation(MenuUIController.MenuCloseDelegate onClose)
        {
            this.BackgroundTween.PlayReverse();
            yield return(new WaitForSeconds(0.5f));

            if (onClose != null)
            {
                onClose();
            }
            UnityEngine.Object.Destroy(base.gameObject);
            yield break;
        }
 public void LeaveMenu(MenuUIController.MenuCloseDelegate onClose, bool doPop)
 {
     menuUIController.LeaveMenu(delegate
     {
         if (doPop)
         {
             PopStateStack();
         }
         UpdateWaits();
         ExecuteActions();
         if (onClose != null)
         {
             onClose();
         }
     }, showMessage: false);
 }
 public void Leave(MenuUIController.MenuCloseDelegate onClose)
 {
     StartCoroutine(LeaveMenuAnimation(onClose));
 }