Ejemplo n.º 1
0
	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();
		}
	}
Ejemplo n.º 2
0
    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();
            }
        }
    }