Example #1
0
    public void LuaAddEffect(AssetBundleInfo bundle, string effect)
    {
        var pool = new ImpactEffectPool(bundle, effect);

        pool.StartShrinkTimer(TimeSpan.FromSeconds(1), 0.9f, 10);
        pool.PreloadAsync(5, 1).Subscribe();
        _pools[effect] = pool;
    }
Example #2
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         Console.WriteLine("Disposing Skill Screen");
         m_titleText.Dispose();
         m_titleText = null;
         m_bg.Dispose();
         m_bg = null;
         m_cloud1.Dispose();
         m_cloud1 = null;
         m_cloud2.Dispose();
         m_cloud2 = null;
         m_cloud3.Dispose();
         m_cloud3 = null;
         m_cloud4.Dispose();
         m_cloud4 = null;
         m_cloud5.Dispose();
         m_cloud5 = null;
         m_continueText.Dispose();
         m_continueText = null;
         m_toggleIconsText.Dispose();
         m_toggleIconsText = null;
         m_confirmText.Dispose();
         m_confirmText = null;
         m_navigationText.Dispose();
         m_navigationText = null;
         m_dialoguePlate.Dispose();
         m_dialoguePlate = null;
         m_selectionIcon.Dispose();
         m_selectionIcon = null;
         m_impactEffectPool.Dispose();
         m_impactEffectPool = null;
         m_manor.Dispose();
         m_manor    = null;
         m_shakeObj = null;
         m_playerMoney.Dispose();
         m_playerMoney = null;
         m_coinIcon.Dispose();
         m_coinIcon         = null;
         m_skillCurrent     = null;
         m_skillCost        = null;
         m_skillCostBG      = null;
         m_skillDescription = null;
         m_inputDescription = null;
         m_skillUpgrade     = null;
         m_skillLevel       = null;
         m_skillIcon        = null;
         m_skillTitle       = null;
         m_descriptionDivider.Dispose();
         m_descriptionDivider = null;
         base.Dispose();
     }
 }
Example #3
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         Console.WriteLine("Disposing Loading Screen");
         m_loadingText.Dispose();
         m_loadingText = null;
         m_levelToLoad = null;
         m_gateSprite.Dispose();
         m_gateSprite = null;
         m_effectPool.Dispose();
         m_effectPool = null;
         m_blackTransitionIn.Dispose();
         m_blackTransitionIn = null;
         m_blackScreen.Dispose();
         m_blackScreen = null;
         m_blackTransitionOut.Dispose();
         m_blackTransitionOut = null;
         base.Dispose();
     }
 }
Example #4
0
 public LoadingScreen(byte screenType, bool wipeTransition)
 {
     m_screenTypeToLoad = screenType;
     m_effectPool       = new ImpactEffectPool(50);
     m_wipeTransition   = wipeTransition;
 }
Example #5
0
 public SkillScreen()
 {
     m_selectedTraitIndex = new Vector2(5f, 9f);
     m_impactEffectPool   = new ImpactEffectPool(1000);
     DrawIfCovered        = true;
 }