public override void Play() { base.Play(); ListView <Material> mats = this.owner.mats; for (int i = 0; i < mats.Count; i++) { Material material = mats[i]; material.SetTexture(this.texParamName, this.tex); } if (this.fadeInterval == 0f) { this.enableFade = false; } if (this.hasFadeFactor) { float factor = this.enableFade ? 0f : 1f; this.SetFactor(factor); } else { this.enableFade = false; } this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; this.fadeTimer.Start(); }
public override void OnRelease() { base.owner = null; this.minAlpha = 0.3f; this.enableFade = true; this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; this.fadeInterval = 0.05f; }
public void BeginFadeOut() { if (this.fadeState != SMaterialEffect_Base.FadeState.FadeOut) { this.fadeTimer.Start(); this.fadeState = SMaterialEffect_Base.FadeState.FadeOut; } }
public override void OnRelease() { this.owner = null; this.texParamName = string.Empty; this.fadeParamName = string.Empty; this.tex = null; this.factorScale = 1f; this.enableFade = false; this.hasFadeFactor = false; this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; this.fadeInterval = 0f; }
public override void Play() { if (this.fadeInterval == 0f) { this.enableFade = false; } float factor = !this.enableFade ? 1f : 0f; this.SetTranslucent(true); this.SetAlpha(factor); this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; this.fadeTimer.Start(); }
public override void Play() { if (this.fadeInterval == 0f) { this.enableFade = false; } float alpha = (!this.enableFade) ? 1f : 0f; this.SetTranslucent(this.owner.mats, true); this.SetAlpha(alpha); this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; this.fadeTimer.Start(); }
public void Replay(Texture newTex) { base.AllocId(); if (this.tex != newTex) { this.tex = newTex; ListView <Material> mats = base.owner.mats; for (int i = 0; i < mats.Count; i++) { mats[i].SetTexture(this.texParamName, newTex); } } if (this.fadeState == SMaterialEffect_Base.FadeState.FadeOut) { this.fadeState = SMaterialEffect_Base.FadeState.FadeIn; } }
public static bool UpdateFadeState(out float factor, ref SMaterialEffect_Base.FadeState fadeState, ref SMaterialEffect_Base.STimer fadeTime, float fadeInterval, bool forceUpdate = false) { bool result = false; factor = 1f; if (fadeState == SMaterialEffect_Base.FadeState.FadeIn) { float num = fadeTime.Update(); if (num >= fadeInterval) { factor = 1f; fadeState = SMaterialEffect_Base.FadeState.Normal; } else { factor = num / fadeInterval; } result = true; } else if (fadeState == SMaterialEffect_Base.FadeState.FadeOut) { float num2 = fadeTime.Update(); if (num2 >= fadeInterval) { factor = 0f; fadeState = SMaterialEffect_Base.FadeState.Stopped; } else { factor = 1f - num2 / fadeInterval; } result = true; } if (forceUpdate) { result = true; } return(result); }