// Token: 0x060006D5 RID: 1749 RVA: 0x0001F870 File Offset: 0x0001DA70 private void CreateUILayer(string name, string resPath, Action <SceneLayerBase> onComplete, bool enableReserve = false) { GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.m_uiLayerRootPrefab); Util.RemoveCloneFromGameObjectName(gameObject); gameObject.name = name + "_LayerRoot"; UISceneLayer layer = gameObject.GetComponent <UISceneLayer>(); layer.SetName(name); layer.SetReserve(enableReserve); this.m_layerDict.Add(name, layer); this.AddLayerToLoading(layer); IEnumerator corutine = ResourceManager.Instance.LoadAsset <GameObject>(resPath, delegate(string lpath, GameObject lasset) { if (layer.State == SceneLayerBase.LayerState.WaitForFree) { this.FreeLayer(layer); return; } this.OnLayerLoadAssetComplete(layer, lasset); onComplete((!(lasset == null)) ? layer : null); }, false, false); this.m_corutineHelper.StartCorutine(corutine); }
// Token: 0x060006DB RID: 1755 RVA: 0x0001FCA8 File Offset: 0x0001DEA8 public void BringLayerToTop(UISceneLayer layer) { this.PopLayer(layer); this.PushLayer(layer); }