Beispiel #1
0
        public static FixedStack <T> CreateDefault(T initValue, Action <T, int, T, int> onChanged = null)
        {
            FixedStack <T> stack = new FixedStack <T>(6, onChanged);

            stack.Push(initValue, true);
            return(stack);
        }
Beispiel #2
0
 public void Init(uint ownerID, uint runtimeID, string propName, bool appearAnim = false)
 {
     this.config       = PropObjectData.GetPropObjectConfig(propName);
     base.commonConfig = this.config.CommonConfig;
     this.Init(runtimeID);
     this._timeScaleStack = new FixedStack <float>(8, null);
     this._timeScaleStack.Push(1f, true);
     if ((Singleton <LevelManager> .Instance != null) && (Singleton <LevelManager> .Instance.levelEntity != null))
     {
         this._timeScale = this._lastTimeScale = this._timeScaleStack.value * Singleton <LevelManager> .Instance.levelEntity.TimeScale;
     }
     else
     {
         this._timeScale = this._lastTimeScale = this._timeScaleStack.value;
     }
     if (Singleton <EventManager> .Instance != null)
     {
         this.owner = (BaseMonoAbilityEntity)Singleton <EventManager> .Instance.GetEntity(ownerID);
     }
     if ((this.config.PropArguments != null) && !this.config.PropArguments.IsTargetable)
     {
         base.SetCountedDenySelect(true, true);
     }
     if ((this.config.PropArguments != null) && (this.config.PropArguments.Duration > 0f))
     {
         base.StartCoroutine(this.WaitDestroyByDuration(this.config.PropArguments.Duration));
     }
     if (appearAnim)
     {
         this.Appear();
     }
 }
Beispiel #3
0
        public void InitStageEffectSettings()
        {
            AvatarManager instance = Singleton <AvatarManager> .Instance;

            instance.onLocalAvatarChanged = (Action <BaseMonoAvatar, BaseMonoAvatar>)Delegate.Combine(instance.onLocalAvatarChanged, new Action <BaseMonoAvatar, BaseMonoAvatar>(this.OnLocalAvatarChanged));
            this._stageEffectSettingStack = new FixedStack <ConfigStageEffectSetting>(7, new Action <ConfigStageEffectSetting, int, ConfigStageEffectSetting, int>(this.OnStageEffectSettingChanged));
            this._stageEffectSettingStack.Push(ConfigStageEffectSetting.EMPTY, true);
        }
Beispiel #4
0
 protected void Awake()
 {
     base._runtimeID      = 0x21800001;
     this._timeScaleStack = new FixedStack <float>(8, null);
     this._timeScaleStack.Push(1f, true);
     this._auxTimeScaleStack = new FixedStack <float>(8, new Action <float, int, float, int>(this.OnAuxTimeScaleChanged));
     this._auxTimeScaleStack.Push(1f, true);
 }
Beispiel #5
0
        private void CommonInit(StageEntry stageEntry)
        {
            this.InitWindZone();
            this.InitLightProb();
            this.InitLightMapCorrection();
            Singleton <StageManager> .Instance.SetBaseStageEffectSetting(stageEntry.StageEffectSetting);

            Singleton <StageManager> .Instance.SetBaseStageEffectSetting(this._subWeatherStack.value.weather.stageEffectSetting);

            FixedStack <float> auxTimeScaleStack = Singleton <LevelManager> .Instance.levelEntity.auxTimeScaleStack;

            auxTimeScaleStack.onChanged = (Action <float, int, float, int>)Delegate.Combine(auxTimeScaleStack.onChanged, new Action <float, int, float, int>(this.AuxTimeScaleCallback));
        }
Beispiel #6
0
 public virtual void Awake()
 {
     this._renderingDataStack           = new FixedStack <RenderingDataTransition>(10, new Action <RenderingDataTransition, int, RenderingDataTransition, int>(this.OnRenderingDataChanged));
     this._currentRendertingData        = null;
     this._renderingDataTransitionTimer = new EntityTimer(0f);
     this._renderingDataTransitionTimer.SetActive(false);
     this._renderingDataState     = RenderingDataState.Idle;
     this._mainCameraTransform    = Camera.main.transform;
     this._subWeatherStack        = new FixedStack <SubWeatherTransition>(5, new Action <SubWeatherTransition, int, SubWeatherTransition, int>(this.OnSubWeatherChanged));
     this._rainPrefab             = Miscs.LoadResource <GameObject>(this.RAIN_PREFAB_PATH, BundleType.RESOURCE_FILE);
     this._weatherState           = WeatherState.Idle;
     this._weatherTransitionTimer = new EntityTimer(0f);
     this._weatherTransitionTimer.SetActive(false);
 }