private void VisibleForceVanish(VirtualCameraController.VisibleObjectH obj, bool v)
 {
     if (obj == null || Object.op_Equality((Object)obj.vanishObj, (Object)null))
     {
         return;
     }
     obj.vanishObj.SetActiveIfDifferent(v);
     obj.delay     = !v ? 0.0f : 0.3f;
     obj.isVisible = v;
 }
 private bool VanishDelayVisible(VirtualCameraController.VisibleObjectH obj)
 {
     if (obj.isVisible)
     {
         return(false);
     }
     obj.delay += Time.get_deltaTime();
     if ((double)obj.delay >= 0.300000011920929)
     {
         this.VisibleForceVanish(obj, true);
     }
     return(true);
 }
        public void Load()
        {
            this._mapVanishList.Clear();
            if (!Singleton <Manager.Map> .IsInstance())
            {
                return;
            }
            List <Manager.Map.VisibleObject> lstMapVanish = Singleton <Manager.Map> .Instance.LstMapVanish;

            for (int index1 = 0; index1 < lstMapVanish.Count; ++index1)
            {
                int index2 = index1;
                if (!Object.op_Equality((Object)lstMapVanish[index2].collider, (Object)null) && ((Component)lstMapVanish[index2].collider).get_gameObject().get_activeSelf())
                {
                    VirtualCameraController.VisibleObjectH visibleObjectH = new VirtualCameraController.VisibleObjectH();
                    visibleObjectH.nameCollider = lstMapVanish[index2].nameCollider;
                    visibleObjectH.collider     = lstMapVanish[index2].collider;
                    visibleObjectH.vanishObj    = lstMapVanish[index2].vanishObj;
                    visibleObjectH.initEnable   = Object.op_Implicit((Object)lstMapVanish[index2].collider);
                    this._mapVanishList.Add(visibleObjectH);
                    visibleObjectH.collider.set_enabled(true);
                }
            }
        }