Ejemplo n.º 1
0
    // Token: 0x06002161 RID: 8545
    public IEnumerator Generate()
    {
        ScreenFader.Get().SetBlack();
        Singleton <InputManager> .Instance.ChangeInput(false, false, false);

        while (Singleton <CarBundleLoader> .Instance)
        {
            if (Singleton <CarBundleLoader> .Instance.IsReady)
            {
IL_BE:
                while (Localization.Instance)
                {
                    if (Localization.Instance.IsReady)
                    {
IL_E7:
                        while (Singleton <GameInventory> .Instance && !Singleton <GameInventory> .Instance.IsReady)
                        {
                            yield return(new WaitForEndOfFrame());
                        }
                        GlobalData.Load();
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Money"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Experience"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Orders"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Level"));
                        Singleton <RichPresenceManager> .Instance.SendPresence("console_richtxt_junk");

                        Singleton <TempInventory> .Instance.CleanListOfItems();

                        GameManager.CanMount   = false;
                        GameManager.CanUnmount = false;
                        base.StartCoroutine(UIManager.Get().cleanElement("CanvasInventory/Inventory/Content/ScrollRect/Content"));
                        UnityEngine.Random.Range(this.CarsPercentage.x, this.CarsPercentage.y);
                        float            amount            = 24f;
                        List <Transform> carSpawnPositions = this.CarSpawnPositions.ToList <Transform>();
                        Debug.Log("Spawn " + amount + " cars");
                        yield return(new WaitForEndOfFrame());

                        int num = 0;
                        while ((float)num < amount)
                        {
                            int index = UnityEngine.Random.Range(0, carSpawnPositions.Count);
                            base.StartCoroutine(this.CreateCar(carSpawnPositions[index]));
                            carSpawnPositions.RemoveAt(index);
                            num++;
                        }
                        InteractiveObject[] ios        = this.Junkyard.GetComponentsInChildren <InteractiveObject>();
                        float percentItems             = UnityEngine.Random.Range(this.ItemsPercentage.x, this.ItemsPercentage.y);
                        List <InteractiveObject> items = ios.ToList <InteractiveObject>();
                        float amountItems = Mathf.Floor(percentItems / 100f * (float)items.Count((InteractiveObject x) => x.GetSpecialType() == IOSpecialType.Junk));
                        List <InteractiveObject> listOfSelectedJunks = new List <InteractiveObject>();
                        Debug.Log("Enable " + amountItems);
                        yield return(new WaitForEndOfFrame());

                        int num2 = 0;
                        while ((float)num2 < amountItems)
                        {
                            int index2 = UnityEngine.Random.Range(0, items.Count);
                            InteractiveObject interactiveObject = items[index2];
                            interactiveObject.enabled = true;
                            if (interactiveObject.GetSpecialType() == IOSpecialType.Junk)
                            {
                                interactiveObject.gameObject.AddComponent <Junk>().AddRandomItems(this.rangeJunkCondition.x, this.rangeJunkCondition.y);
                                listOfSelectedJunks.Add(interactiveObject);
                                items.RemoveAt(index2);
                            }
                            else
                            {
                                num2--;
                            }
                            num2++;
                        }
                        if (Singleton <DifficultyManager> .Instance.GetDifficultyLevel() != DifficultyLevel.Sandbox)
                        {
                            listOfSelectedJunks.ElementAt(UnityEngine.Random.Range(0, listOfSelectedJunks.Count)).GetComponent <Junk>().AddSpecialMap();
                        }
                        yield return(new WaitForEndOfFrame());

                        GameScript.Get().ReloadCarsOnScene();
                        Singleton <DifficultyManager> .Instance.ActivateDifficultyLevel();

                        UIManager.Get().PrepareTempInventory();
                        SceneLoader.BlockProgress = false;
                        GameManager.IsGameReady   = true;
                        yield return(new WaitForEndOfFrame());

                        if (this.shortPauseWhileFade)
                        {
                            yield return(new WaitForSeconds(5f));
                        }
                        GameMode.Get().SetCurrentMode(gameMode.Garage);
                        yield return(new WaitForSeconds(1f));

                        ScreenFader.Get().NormalFadeOut();
                        while (ScreenFader.Get().IsRunning())
                        {
                            yield return(new WaitForEndOfFrame());
                        }
                        Singleton <InputManager> .Instance.ChangeInput(true, true, false);

                        yield break;
                    }
                    yield return(new WaitForEndOfFrame());
                }
                goto IL_E7;
            }
            yield return(new WaitForEndOfFrame());
        }
        goto IL_BE;
    }