private void WhenObjBecameInvisible(bool isRightNow = false) { ActorVisibleManager.Instance.SetShow(this.uuid, false, this.IsIgnorePeopleShowMaximumType()); if (!this.m_isInit) { this.m_isInit = true; this.m_isPeopleShow = false; } else { if (!this.m_isPeopleShow) { return; } this.m_isPeopleShow = false; } this.ShowHeadInfo(false); this.ShowWeaponFX(false); if (isRightNow) { ShaderEffectUtils.SetFadeRightNow(this.alphaControls, true); this.ShowAnims(false); this.ShowSMRs(false); } else { ShaderEffectUtils.SetFade(this.alphaControls, true, delegate { this.ShowAnims(false); this.ShowSMRs(false); }); } }
public virtual void DieEndDefuse() { this.FusePetID = 0; this.ModelID = this.ModelIDBackUp; this.SetSkillDic(this.SkillDicBackUp); this.IsFuse = false; ShaderEffectUtils.SetFade(this.alphaControls, false, null); EventDispatcher.Broadcast <bool>(ShaderEffectEvent.ENABLE_SCREEN_LENS, false); this.IsDieEnd = true; }
protected void FadeOutDie(Action callback) { base.SetAllCollider(false); ShaderEffectUtils.SetFade(this.GetEntity().alphaControls, true, delegate { this.SetAllCollider(true); if (callback != null) { callback.Invoke(); } }); }