public override void HonoUpdate() { this.frameTime = 1f / (30f * (Single)FF9StateSystem.Settings.FastForwardFactor); if ((MBG.Instance.IsPlaying() & 2UL) != 0UL) { this.frameTime = 1f / (15f * (Single)FF9StateSystem.Settings.FastForwardFactor); } Single deltaTime = Time.deltaTime; Single num = this.cumulativeTime + deltaTime; this.cumulativeTime = num; if (this.cumulativeTime >= this.frameTime) { if (!FF9StateSystem.Settings.IsFastForward) { this.cumulativeTime -= this.frameTime; } else { this.cumulativeTime = 0f; } SceneTransition transition = PersistenSingleton<SceneDirector>.Instance.Transition; if (!PersistenSingleton<SceneDirector>.Instance.IsReady || (PersistenSingleton<SceneDirector>.Instance.IsFading && transition != SceneTransition.FadeInFromBlack && transition != SceneTransition.FadeInFromWhite)) { return; } if (this.firstFrame) { this.firstFrame = false; this.ff9InitStateFieldSystem(); this.ff9InitStateFieldMap((Int32)this.FF9.fldMapNo); UIScene sceneFromState = PersistenSingleton<UIManager>.Instance.GetSceneFromState(PersistenSingleton<UIManager>.Instance.State); if (sceneFromState != (UnityEngine.Object)null) { sceneFromState.Show((UIScene.SceneVoidDelegate)null); } } this.FF9FieldLocationMain((Int32)this.FF9.fldLocNo); EMinigame.GetTheaterShipMaquetteAchievement(); } }
public void ChangeUIState(UIManager.UIState uiState) { if (uiState != this.state) { this.prevState = this.state; this.State = uiState; UICamera.selectedObject = (GameObject)null; ButtonGroupState.DisableAllGroup(true); Singleton <HelpDialog> .Instance.SetDialogVisibility(false); this.Booster.CloseBoosterPanelImmediately(); UIScene sceneFromState = this.GetSceneFromState(uiState); if (sceneFromState != (UnityEngine.Object)null) { sceneFromState.Show((UIScene.SceneVoidDelegate)null); } if (this.prevState == UIManager.UIState.MainMenu && this.state == UIManager.UIState.FieldHUD) { global::Debug.Log("FIX SSTHON-3788 : Reset lazykey when state change from mainmenu to field"); UIManager.Input.ResetKeyCode(); } } }