private void SetGashaCutScene(GameWebAPI.RespDataGA_ExecChip gashaResult, int playCount) { string bgmFileName = (playCount != 1) ? "bgm_205" : "bgm_204"; UIPanel uipanel = GUIMain.GetUIPanel(); CutsceneDataChipGasha cutsceneDataChipGasha = new CutsceneDataChipGasha { path = "Cutscenes/AssetBundle/ChipGasha/chip_gacha", gashaResult = gashaResult.userAssetList, bgmFileName = bgmFileName, backgroundSize = uipanel.GetWindowSize() }; cutsceneDataChipGasha.endCallback = delegate(RenderTexture renderTexture) { UITexture txBG = CMD_ChipGashaResult.instance.txBG; txBG.mainTexture = renderTexture; txBG.width = renderTexture.width; txBG.height = renderTexture.height; CutSceneMain.FadeReqCutSceneEnd(); SoundMng.Instance().PlayGameBGM("bgm_202"); }; Loading.Invisible(); CutsceneDataBase cutsceneData = cutsceneDataChipGasha; if (ExecGashaChip.< > f__mg$cache0 == null) { ExecGashaChip.< > f__mg$cache0 = new Action(CMD_ChipGashaResult.CreateDialog); } CutSceneMain.FadeReqCutScene(cutsceneData, ExecGashaChip.< > f__mg$cache0, null, new Action <int>(this.OnShowedGashaResultDialog), 0.5f, 0.5f); }
public override void SetData(CutsceneDataBase data) { CutsceneDataChipGasha cutsceneDataChipGasha = data as CutsceneDataChipGasha; if (cutsceneDataChipGasha != null) { this.endCallback = cutsceneDataChipGasha.endCallback; this.bgmFileName = cutsceneDataChipGasha.bgmFileName; this.backgroundSize = cutsceneDataChipGasha.backgroundSize; this.allSkipButton.Initialize(); this.allSkipButton.AddAction(delegate { this.frameCT = this.startFadeOutFrame; this.StartFadeOut(); }); this.allSkipButton.Hide(); GameWebAPI.RespDataGA_ExecChip.UserAssetList[] gashaResult = cutsceneDataChipGasha.gashaResult; int i = 0; while (i < gashaResult.Length) { string effectType = gashaResult[i].effectType; if (effectType == null || effectType == "1") { goto IL_B7; } GameObject effect; if (!(effectType == "2")) { if (!(effectType == "3")) { goto IL_B7; } effect = UnityEngine.Object.Instantiate <GameObject>(this.goPartsRainbow); } else { effect = UnityEngine.Object.Instantiate <GameObject>(this.goPartsYellow); } IL_EA: this.SetEffectLocator(this.goLocatorList[i], effect); effect = UnityEngine.Object.Instantiate <GameObject>(this.goPartsLight); this.SetEffectLocator(this.goLightLocatorList[i], effect); i++; continue; IL_B7: effect = UnityEngine.Object.Instantiate <GameObject>(this.goPartsBlue); goto IL_EA; } for (int j = gashaResult.Length; j < this.goLocatorList.Count; j++) { this.goLocatorList[j].SetActive(false); this.goLightLocatorList[j].SetActive(false); } } }