private void OnGachaSceneLoad(GameObject scene)
 {
     this.mGachaScene = (GachaScene)scene.GetComponent <GachaScene>();
     if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.mGachaScene, (UnityEngine.Object)null))
     {
         SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnGachaSceneLoad));
     }
     CriticalSection.Leave(CriticalSections.SceneChange);
 }
 private void OnSceneLoad(GameObject sceneRoot)
 {
     this.mSceneRoot     = sceneRoot;
     this.Sequence.Scene = sceneRoot;
     Camera[] componentsInChildren = (Camera[])this.mSceneRoot.GetComponentsInChildren <Camera>(true);
     for (int index = componentsInChildren.Length - 1; index >= 0; --index)
     {
         ((Component)componentsInChildren[index]).get_gameObject().SetActive(false);
     }
     SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneLoad));
 }
Beispiel #3
0
            public void OnSceneAwake(GameObject scene)
            {
                SceneReplay component = (SceneReplay)scene.GetComponent <SceneReplay>();

                if (!Object.op_Inequality((Object)component, (Object)null))
                {
                    return;
                }
                CriticalSection.Leave(CriticalSections.SceneChange);
                SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneAwake));
                component.StartQuest(this.mQuestParam.iname);
            }
            public void OnSceneAwake(GameObject scene)
            {
                SceneBattle component = (SceneBattle)scene.GetComponent <SceneBattle>();

                if (!UnityEngine.Object.op_Inequality((UnityEngine.Object)component, (UnityEngine.Object)null))
                {
                    return;
                }
                CriticalSection.Leave(CriticalSections.SceneChange);
                CriticalSection.Leave(CriticalSections.SceneChange);
                SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneAwake));
                component.StartQuest(this.Quest.iname, this.InitData);
            }
        private void OnSceneAwake(GameObject scene)
        {
            SceneBattle component = (SceneBattle)scene.GetComponent <SceneBattle>();

            if (!UnityEngine.Object.op_Inequality((UnityEngine.Object)component, (UnityEngine.Object)null))
            {
                return;
            }
            CriticalSection.Leave(CriticalSections.SceneChange);
            CriticalSection.Leave(CriticalSections.SceneChange);
            SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneAwake));
            component.StartQuest(this.mStartingQuest.iname, this.mQuestData);
            ((Behaviour)this).set_enabled(false);
            this.ActivateOutputLinks(1);
        }
Beispiel #6
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 private void OnSceneLoad(GameObject sceneRoot)
 {
     SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneLoad));
     CriticalSection.Leave(CriticalSections.SceneChange);
 }
Beispiel #7
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 private void OnSceneAwake(GameObject scene)
 {
     this.mNewScene = scene;
     SceneAwakeObserver.RemoveListener(new SceneAwakeObserver.SceneEvent(this.OnSceneAwake));
 }