public void MODDrawBustshot(int layer, string textureName, Texture2D tex2d, int x, int y, int z, int oldx, int oldy, int oldz, bool move, int priority, int type, float wait, bool isblocking) { Layer layer2 = GetLayer(layer); while (layer2.FadingOut) { layer2.HideLayer(); layer2 = GetLayer(layer); } if (!move) { oldx = x; oldy = y; oldz = z; } layer2.MODDrawLayer(textureName, tex2d, oldx, oldy, oldz, null, 1f, /*isBustshot:*/ true, type, wait, isblocking); layer2.SetPriority(priority); if (move) { layer2.MoveLayer(x, y, z, 1f, 0, wait, isblocking, adjustAlpha: false); } iTween.Stop(layer2.gameObject); if (Mathf.Approximately(wait, 0f)) { layer2.FinishFade(); } else { layer2.FadeInLayer(wait); if (isblocking) { GameSystem.Instance.AddWait(new Wait(wait, WaitTypes.WaitForMove, layer2.FinishFade)); } if (layer2.UsingCrossShader() && layer2.gameObject.layer != GetActiveLayerMask()) { SetLayerActiveOnBothScenes(layer2); } else { UpdateLayerMask(layer2, priority); } } }