Ejemplo n.º 1
0
    public HomeCharacterBase CreateSelf(HomePeople home_people, Transform parent, Action <HomeStageAreaEvent> notice_callback)
    {
        //IL_0076: Unknown result type (might be due to invalid IL or missing references)
        //IL_008b: Unknown result type (might be due to invalid IL or missing references)
        //IL_0096: Unknown result type (might be due to invalid IL or missing references)
        //IL_009b: Unknown result type (might be due to invalid IL or missing references)
        //IL_00df: Unknown result type (might be due to invalid IL or missing references)
        //IL_00f4: Unknown result type (might be due to invalid IL or missing references)
        //IL_00ff: Unknown result type (might be due to invalid IL or missing references)
        //IL_0104: Unknown result type (might be due to invalid IL or missing references)
        //IL_013e: Unknown result type (might be due to invalid IL or missing references)
        //IL_0157: Unknown result type (might be due to invalid IL or missing references)
        HomeSelfCharacter homeSelfCharacter = Utility.CreateGameObjectAndComponent("HomeSelfCharacter", parent, -1) as HomeSelfCharacter;

        homeSelfCharacter.SetHomePeople(home_people);
        homeSelfCharacter.StopDiscussion();
        homeSelfCharacter.SetNoticeCallback(notice_callback);
        OutGameSettingsManager.HomeScene   homeScene   = MonoBehaviourSingleton <OutGameSettingsManager> .I.homeScene;
        OutGameSettingsManager.LoungeScene loungeScene = MonoBehaviourSingleton <OutGameSettingsManager> .I.loungeScene;
        OutGameSettingsManager.GuildScene  guildScene  = MonoBehaviourSingleton <OutGameSettingsManager> .I.guildScene;
        Vector3 position;
        float   num;

        if (MonoBehaviourSingleton <DeliveryManager> .IsValid() && MonoBehaviourSingleton <DeliveryManager> .I.isStoryEventEnd)
        {
            MonoBehaviourSingleton <DeliveryManager> .I.isStoryEventEnd = false;
            position = (MonoBehaviourSingleton <HomeManager> .IsValid() ? homeScene.selfInitStoryEndPos : ((!MonoBehaviourSingleton <LoungeManager> .IsValid()) ? guildScene.selfInitStoryEndPos : loungeScene.selfInitStoryEndPos));
            num      = (MonoBehaviourSingleton <HomeManager> .IsValid() ? homeScene.selfInitStoryEndRot : ((!MonoBehaviourSingleton <LoungeManager> .IsValid()) ? guildScene.selfInitStoryEndRot : loungeScene.selfInitStoryEndRot));
        }
        else
        {
            position = (MonoBehaviourSingleton <HomeManager> .IsValid() ? homeScene.selfInitPos : ((!MonoBehaviourSingleton <LoungeManager> .IsValid()) ? guildScene.selfInitPos : loungeScene.selfInitPos));
            num      = (MonoBehaviourSingleton <HomeManager> .IsValid() ? homeScene.selfInitRot : ((!MonoBehaviourSingleton <LoungeManager> .IsValid()) ? guildScene.selfInitRot : loungeScene.selfInitRot));
        }
        homeSelfCharacter._transform.set_position(position);
        homeSelfCharacter._transform.set_eulerAngles(new Vector3(0f, num, 0f));
        if (MonoBehaviourSingleton <LoungeManager> .IsValid())
        {
            homeSelfCharacter.SetChatEvent();
        }
        return(homeSelfCharacter);
    }