private void UpdateFadingIn(float p_deltaTime)
        {
            float num          = p_deltaTime * 5f;
            float currentAlpha = m_currentAlpha;

            currentAlpha += num;
            currentAlpha  = ((currentAlpha > 1f) ? 1f : currentAlpha);
            SetAlpha(currentAlpha);
            if (currentAlpha == 1f)
            {
                m_state = mg_pt_EOrderBubbleState.IDLE;
            }
        }
        private void UpdateBlinkingIn(float p_deltaTime)
        {
            float num = p_deltaTime * 5f;
            float y   = base.transform.localScale.y;

            y += num;
            y  = ((y > 1.2f) ? 1.2f : y);
            SetScale(y);
            if (y == 1.2f)
            {
                m_state = mg_pt_EOrderBubbleState.BLINKING_IN_SHRINK;
            }
        }
        private void UpdateBlinkingOut(float p_deltaTime)
        {
            float num = p_deltaTime * 5f;
            float y   = base.transform.localScale.y;

            y -= ((num > y) ? y : num);
            SetScale(y);
            if (y == 0f)
            {
                ShowOrder();
                m_state = mg_pt_EOrderBubbleState.BLINKING_IN;
            }
        }
        private void UpdateFadingOut(float p_deltaTime)
        {
            float num          = p_deltaTime * 5f;
            float currentAlpha = m_currentAlpha;

            currentAlpha -= ((num > currentAlpha) ? currentAlpha : num);
            SetAlpha(currentAlpha);
            if (currentAlpha == 0f)
            {
                MinigameManager.GetActive().PlaySFX("mg_pt_sfx_chef_bubble_pop");
                m_state = mg_pt_EOrderBubbleState.BLINKING_OUT;
            }
        }
        private void UpdateBlinkingInShrink(float p_deltaTime)
        {
            float num = p_deltaTime * 5f;
            float y   = base.transform.localScale.y;

            y -= num;
            y  = ((y < 1f) ? 1f : y);
            SetScale(y);
            if (y == 1f)
            {
                m_state = mg_pt_EOrderBubbleState.FADING_IN;
                m_mysteryText.SetActive(value: true);
            }
        }
 public void NewOrder()
 {
     m_state = mg_pt_EOrderBubbleState.FADING_OUT;
     m_mysteryText.SetActive(value: false);
 }
 protected void Start()
 {
     m_state = mg_pt_EOrderBubbleState.BLINKING_OUT;
     SetAlpha(0f);
     SetScale(0f);
 }
 protected void Awake()
 {
     m_state       = mg_pt_EOrderBubbleState.IDLE;
     m_largeBubble = base.transform.Find("large").GetComponent <SpriteRenderer>();
     m_smallBubble = base.transform.Find("small").GetComponent <SpriteRenderer>();
 }