Ejemplo n.º 1
0
 // Token: 0x06002C72 RID: 11378 RVA: 0x000A64B0 File Offset: 0x000A46B0
 public static global::ContextStatusFlags CopyWithSpriteSetting(this global::ContextStatusFlags statusFlags, global::ContextStatusFlags SPRITE_SETTING)
 {
     return((statusFlags & ~(global::ContextStatusFlags.SpriteFlag0 | global::ContextStatusFlags.SpriteFlag1)) | (SPRITE_SETTING & (global::ContextStatusFlags.SpriteFlag0 | global::ContextStatusFlags.SpriteFlag1)));
 }
Ejemplo n.º 2
0
 // Token: 0x06002C71 RID: 11377 RVA: 0x000A64A4 File Offset: 0x000A46A4
 public static global::ContextStatusFlags GetSpriteFlags(this global::ContextStatusFlags statusFlags)
 {
     return(statusFlags & (global::ContextStatusFlags.SpriteFlag0 | global::ContextStatusFlags.SpriteFlag1));
 }
Ejemplo n.º 3
0
        // Token: 0x06002C9B RID: 11419 RVA: 0x000A7210 File Offset: 0x000A5410
        public static void Step(Camera camera)
        {
            if (global::ContextSprite.g.count > 0)
            {
                float deltaTime = Time.deltaTime;
                if (deltaTime <= 0f)
                {
                    return;
                }
                int layerMask = 525313;
                if (global::RPOS.hideSprites)
                {
                    foreach (global::ContextSprite contextSprite in global::ContextSprite.g.visible)
                    {
                        if (global::ContextSprite.CalculateFadeOut(ref contextSprite.fade, deltaTime))
                        {
                            contextSprite.UpdateMaterialProperties();
                        }
                    }
                }
                else
                {
                    foreach (global::ContextSprite contextSprite2 in global::ContextSprite.g.visible)
                    {
                        bool flag;
                        if (contextSprite2.requestableHasStatus)
                        {
                            global::ContextStatusFlags contextStatusFlags  = contextSprite2.requestableStatus.ContextStatusPoll() & (global::ContextStatusFlags.SpriteFlag0 | global::ContextStatusFlags.SpriteFlag1);
                            global::ContextStatusFlags contextStatusFlags2 = contextStatusFlags;
                            if (contextStatusFlags2 == (global::ContextStatusFlags)0)
                            {
                                goto IL_F1;
                            }
                            if (contextStatusFlags2 != global::ContextStatusFlags.SpriteFlag0)
                            {
                                if (contextStatusFlags2 == global::ContextStatusFlags.SpriteFlag1)
                                {
                                    if (global::ContextSprite.CalculateFadeOut(ref contextSprite2.fade, deltaTime))
                                    {
                                        contextSprite2.UpdateMaterialProperties();
                                    }
                                    continue;
                                }
                                if (contextStatusFlags2 != (global::ContextStatusFlags.SpriteFlag0 | global::ContextStatusFlags.SpriteFlag1))
                                {
                                    goto IL_F1;
                                }
                                if (global::ContextSprite.CalculateFadeIn(ref contextSprite2.fade, deltaTime))
                                {
                                    contextSprite2.UpdateMaterialProperties();
                                }
                                continue;
                            }
                            else
                            {
                                flag = true;
                            }
                            goto IL_145;
IL_F1:
                            flag = false;
                        }
                        else
                        {
                            flag = false;
                        }
IL_145:
                        Vector3 position = contextSprite2.transform.position;
                        Vector3    vector    = camera.WorldToScreenPoint(position);
                        Ray        ray       = camera.ScreenPointToRay(vector);
                        Vector3    direction = ray.direction;
                        Vector3    origin    = ray.origin;
                        float      num       = position.x * direction.x + position.y * direction.y + position.z * direction.z - (origin.x * direction.x + origin.y * direction.y + origin.z * direction.z);
                        RaycastHit raycastHit;
                        if ((num > 0f && (!global::ContextSprite.g.PhysRaycast(ref ray, out raycastHit, num, layerMask) || contextSprite2.IsSeeThrough(ref raycastHit))) ? ((!flag) ? global::ContextSprite.CalculateFadeIn(ref contextSprite2.fade, deltaTime) : global::ContextSprite.CalculateFadeDim(ref contextSprite2.fade, deltaTime)) : global::ContextSprite.CalculateFadeOut(ref contextSprite2.fade, deltaTime))
                        {
                            contextSprite2.UpdateMaterialProperties();
                        }
                    }
                }
            }
        }