private void Start() { GameManager instance = MonoSingleton <GameManager> .Instance; if (GameUtility.IsDebugBuild) { ((GUIEventListener)((Component)this).get_gameObject().AddComponent <GUIEventListener>()).Listeners = new GUIEventListener.GUIEvent(this.DebugPlacement); } this.m_SelectParty = 0; this.m_CurrentQuest = instance.FindQuest(GlobalVars.SelectedQuestID); if (this.m_CurrentQuest != null && UnityEngine.Object.op_Inequality((UnityEngine.Object) this.QuestObj, (UnityEngine.Object)null)) { DataSource.Bind <QuestParam>(this.QuestObj, this.m_CurrentQuest); } if (UnityEngine.Object.op_Inequality((UnityEngine.Object) this.GoButton, (UnityEngine.Object)null)) { // ISSUE: method pointer ((UnityEvent)this.GoButton.get_onClick()).AddListener(new UnityAction((object)this, __methodptr(OnClickGo))); } this.InitTouchArea(); this.InitStatusWindow(); this.InitTargetMarker(); this.StartCoroutine(this.LoadSceneAsync()); MultiPlayVersusReady.m_Instance = this; }
private void OnDestroy() { if (this.CurrentMap != null) { AssetManager.UnloadScene(this.CurrentMap.MapSceneName); } MultiPlayVersusReady.m_Instance = (MultiPlayVersusReady)null; }
public override void Update(VersusDraftReady self) { if (!this.mMPVR.IsReady || !this.mEnable) { return; } this.mTimer += Time.get_unscaledDeltaTime(); self.TimerText.set_text(((int)((double)self.mPlaceSec - (double)this.mTimer)).ToString()); if ((double)this.mTimer < (double)self.mPlaceSec) { return; } this.mEnable = false; MultiPlayVersusReady component = (MultiPlayVersusReady)((Component)self).GetComponent <MultiPlayVersusReady>(); if (UnityEngine.Object.op_Equality((UnityEngine.Object)component, (UnityEngine.Object)null) || UnityEngine.Object.op_Equality((UnityEngine.Object)component.GoButton, (UnityEngine.Object)null) || component.GoButton.get_onClick() == null) { return; } ((UnityEvent)component.GoButton.get_onClick()).Invoke(); }
public override void Begin(VersusDraftReady self) { this.mTimer = 0.0f; this.mEnable = true; this.mMPVR = (MultiPlayVersusReady)((Component)self).GetComponent <MultiPlayVersusReady>(); }