private void VisibleForceVanish(VirtualCameraController.VisibleObjectH obj, bool v) { if (obj == null || Object.op_Equality((Object)obj.vanishObj, (Object)null)) { return; } obj.vanishObj.SetActiveIfDifferent(v); obj.delay = !v ? 0.0f : 0.3f; obj.isVisible = v; }
private bool VanishDelayVisible(VirtualCameraController.VisibleObjectH obj) { if (obj.isVisible) { return(false); } obj.delay += Time.get_deltaTime(); if ((double)obj.delay >= 0.300000011920929) { this.VisibleForceVanish(obj, true); } return(true); }
public void Load() { this._mapVanishList.Clear(); if (!Singleton <Manager.Map> .IsInstance()) { return; } List <Manager.Map.VisibleObject> lstMapVanish = Singleton <Manager.Map> .Instance.LstMapVanish; for (int index1 = 0; index1 < lstMapVanish.Count; ++index1) { int index2 = index1; if (!Object.op_Equality((Object)lstMapVanish[index2].collider, (Object)null) && ((Component)lstMapVanish[index2].collider).get_gameObject().get_activeSelf()) { VirtualCameraController.VisibleObjectH visibleObjectH = new VirtualCameraController.VisibleObjectH(); visibleObjectH.nameCollider = lstMapVanish[index2].nameCollider; visibleObjectH.collider = lstMapVanish[index2].collider; visibleObjectH.vanishObj = lstMapVanish[index2].vanishObj; visibleObjectH.initEnable = Object.op_Implicit((Object)lstMapVanish[index2].collider); this._mapVanishList.Add(visibleObjectH); visibleObjectH.collider.set_enabled(true); } } }