public void SetRenderingDataImmediately(ConfigStageRenderingData targetRenderingData) { this._currentRendertingData = (ConfigStageRenderingData)targetRenderingData.Clone(); if (this._renderingDataState == RenderingDataState.RenderingTransit) { this._renderingDataState = RenderingDataState.Idle; this._renderingDataTransitionTimer.Reset(false); } }
public virtual void Awake() { this._renderingDataStack = new FixedStack <RenderingDataTransition>(10, new Action <RenderingDataTransition, int, RenderingDataTransition, int>(this.OnRenderingDataChanged)); this._currentRendertingData = null; this._renderingDataTransitionTimer = new EntityTimer(0f); this._renderingDataTransitionTimer.SetActive(false); this._renderingDataState = RenderingDataState.Idle; this._mainCameraTransform = Camera.main.transform; this._subWeatherStack = new FixedStack <SubWeatherTransition>(5, new Action <SubWeatherTransition, int, SubWeatherTransition, int>(this.OnSubWeatherChanged)); this._rainPrefab = Miscs.LoadResource <GameObject>(this.RAIN_PREFAB_PATH, BundleType.RESOURCE_FILE); this._weatherState = WeatherState.Idle; this._weatherTransitionTimer = new EntityTimer(0f); this._weatherTransitionTimer.SetActive(false); }