private void SetRain(ConfigRain config) { if (Application.isPlaying) { if ((config == null) || (config.density < 0.001f)) { if (this._rainObject != null) { UnityEngine.Object.Destroy(this._rainObject); this._rainObject = null; } } else { if (this._rainObject == null) { this._rainObject = UnityEngine.Object.Instantiate <GameObject>(this._rainPrefab); this._rainObject.transform.SetParent(base.transform); this.rainController = this._rainObject.GetComponent <RainController>(); this.rainController.Init(); } this.rainController.SetRain(config); } } }
private void WitchTimeStop() { this.ActStopParticleEffect(); Singleton <StageManager> .Instance.GetPerpStage().PopRenderingData(this._witchTimeStageEffectStackIx); this.RemoveWitchTimeSlowedBySide(); RainController rainController = Singleton <StageManager> .Instance.GetPerpStage().rainController; if (rainController != null) { rainController.LeaveSlowMode(); } Singleton <LevelManager> .Instance.levelEntity.auxTimeScaleStack.TryPop(1); }
private void WitchTimeStart() { if (this._enteringTimeSlow) { Singleton <LevelManager> .Instance.levelActor.TimeSlow(0.5f, 0.05f, delegate { if (this._enteringTimeSlow && base.isActive) { this.DoWitchTimeStart(); } }); } else { this.DoWitchTimeStart(); } RainController rainController = Singleton <StageManager> .Instance.GetPerpStage().rainController; if (rainController != null) { rainController.EnterSlowMode(1f); } this.WitchTimeSFX(); }