private IEnumerator ReloadLevel(TimedObjectActivator.Entry entry) { yield return(new WaitForSeconds(entry.delay)); Application.LoadLevel(Application.loadedLevel); yield break; }
private IEnumerator Deactivate(TimedObjectActivator.Entry entry) { yield return(new WaitForSeconds(entry.delay)); entry.target.SetActive(false); yield break; }
private void Awake() { TimedObjectActivator.Entry[] array = this.entries.entries; for (int i = 0; i < array.Length; i++) { TimedObjectActivator.Entry entry = array[i]; switch (entry.action) { case TimedObjectActivator.Action.Activate: base.StartCoroutine(this.Activate(entry)); break; case TimedObjectActivator.Action.Deactivate: base.StartCoroutine(this.Deactivate(entry)); break; case TimedObjectActivator.Action.Destroy: UnityEngine.Object.Destroy(entry.target, entry.delay); break; case TimedObjectActivator.Action.ReloadLevel: base.StartCoroutine(this.ReloadLevel(entry)); break; } } }
private IEnumerator Activate(TimedObjectActivator.Entry entry) { TimedObjectActivator.< Activate > c__Iterator125 <Activate> c__Iterator = new TimedObjectActivator.< Activate > c__Iterator125();