public void Hide() { base.gameObject.SetActive(value: false); Vector2 vector = base.transform.position; vector.x = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive().MainCamera).x; base.transform.position = vector; }
private void OnRoundTransitionEnded() { m_onRoundTransitionEnded(); Vector2 screenEdge = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive <mg_BeanCounter>().MainCamera); m_exitLocation = new Vector3(screenEdge.x, screenEdge.y); m_isExiting = false; }
internal void StartRoundTransition(Action _halfCallback, Action _completeCallback) { m_onRoundTransitionHalf = _halfCallback; m_onRoundTransitionEnded = _completeCallback; Vector2 screenEdge = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive <mg_BeanCounter>().MainCamera); m_exitLocation = new Vector3(screenEdge.x, screenEdge.y); float num = m_exitLocation.x - base.transform.localPosition.x; m_exitSpeed = num / 1.5f; m_exitElapsed = 0f; m_isExiting = true; MinigameManager.GetActive().PlaySFX("mg_bc_sfx_UITruckUnloaded"); }
protected virtual void Awake() { m_screenBottom = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.BOTTOM, MinigameManager.GetActive().MainCamera); }