Ejemplo n.º 1
0
    public void FadeOut()
    {
        //IL_002c: Unknown result type (might be due to invalid IL or missing references)
        //IL_0031: Unknown result type (might be due to invalid IL or missing references)
        //IL_0032: Unknown result type (might be due to invalid IL or missing references)
        //IL_0033: Unknown result type (might be due to invalid IL or missing references)
        //IL_004a: Unknown result type (might be due to invalid IL or missing references)
        //IL_004f: Unknown result type (might be due to invalid IL or missing references)
        //IL_0050: Unknown result type (might be due to invalid IL or missing references)
        //IL_0051: Unknown result type (might be due to invalid IL or missing references)
        //IL_007c: Unknown result type (might be due to invalid IL or missing references)
        //IL_0081: Unknown result type (might be due to invalid IL or missing references)
        //IL_0091: Unknown result type (might be due to invalid IL or missing references)
        //IL_0092: Unknown result type (might be due to invalid IL or missing references)
        //IL_00a9: Unknown result type (might be due to invalid IL or missing references)
        //IL_00aa: Unknown result type (might be due to invalid IL or missing references)
        //IL_00ae: Unknown result type (might be due to invalid IL or missing references)
        //IL_00b4: Unknown result type (might be due to invalid IL or missing references)
        float charaFadeTime = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.charaFadeTime;

        renderTex.FadeOutDisable(charaFadeTime);
        float   charaFadeMoveX = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.charaFadeMoveX;
        Vector3 val            = Vector3.get_zero();
        Vector3 end_value      = val;

        if (dir == StoryDirector.POS.LEFT)
        {
            val          = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.leftStandPos;
            end_value    = val;
            end_value.x -= charaFadeMoveX;
        }
        else if (dir == StoryDirector.POS.RIGHT)
        {
            val          = MonoBehaviourSingleton <OutGameSettingsManager> .I.storyScene.leftStandPos;
            val.x        = 0f - val.x;
            end_value    = val;
            end_value.x += charaFadeMoveX;
        }
        animPos.Set(charaFadeTime, val, end_value, null, default(Vector3), null);
        animPos.Play();
    }