Пример #1
0
 private static void TestTransitionAnim(Transform ui, GameSceneTables.SectionData section_data)
 {
     if (!(section_data == (GameSceneTables.SectionData)null) && section_data.type != 0 && !(section_data.sectionName == "InGameMain"))
     {
         SetDefaultTransitionAnim(ui, section_data.type != GAME_SECTION_TYPE.SCREEN);
     }
 }
    public int GetDialogDialogBlockerDepth(GameSceneTables.SectionData new_section_data)
    {
        HierarchyData hierarchyData = null;

        if (new_section_data != (GameSceneTables.SectionData)null && new_section_data.type.IsDialog())
        {
            hierarchyData = Find(new_section_data);
            if (hierarchyData != null)
            {
                return(hierarchyData.section.baseDepth - 2);
            }
            hierarchyData = GetOpendLast();
            if (hierarchyData != null && hierarchyData.data.type.IsDialog())
            {
                return(hierarchyData.section.baseDepth - 2);
            }
            return(3002);
        }
        hierarchyData = GetOpendLast();
        if (hierarchyData != null && hierarchyData.data.type.IsDialog())
        {
            return(hierarchyData.section.baseDepth - 2);
        }
        return(-1);
    }
    private IEnumerator UpdateNPCTalkingAfterBreakedBariier()
    {
        GameSceneTables.SectionData sectionData = MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSection().sectionData;

        Player hound_A  = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[0] as Player;
        Player hound_B  = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[1] as Player;
        Player beginner = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[2] as Player;

        hound_B.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_9"));
        yield return((object)new WaitForSeconds(4f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_10"));
        yield return((object)new WaitForSeconds(4f));

        beginner.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_11"));
        yield return((object)new WaitForSeconds(20f));

        hound_B.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_12"));
        EnemyBrain brain = enemy.GetComponentInChildren <EnemyBrain>();

        for (int i = 0; i < brain.actionCtrl.actions.Count; i++)
        {
            brain.actionCtrl.actions[i].isForceDisable = (i != 14);
            finish = true;
        }
        yield return((object)new WaitForSeconds(5f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_13"));
        yield return((object)null);
    }
Пример #4
0
    public void CheckSmithSectionBlur(string scene_name, string section_name, GameSceneTables.SectionData section_data)
    {
        if (!section_data.type.IsDialog())
        {
            switch (section_name)
            {
            case "SmithGrowItemSelect":
            case "SmithGrow":
            case "SmithCreateItemSelect":
            case "SmithCreateItem":
                if (MonoBehaviourSingleton <FilterManager> .IsValid() && !MonoBehaviourSingleton <FilterManager> .I.IsEnabledBlur())
                {
                    EnableSmithBlur();
                }
                break;

            default:
                if (MonoBehaviourSingleton <FilterManager> .IsValid() && MonoBehaviourSingleton <FilterManager> .I.IsEnabledBlur() && section_name != "StatusToSmith")
                {
                    DisableSmithBlur(scene_name != "SmithScene");
                }
                break;
            }
        }
    }
Пример #5
0
    public void UpdateMessage(GameSceneTables.SectionData section_data, bool is_open)
    {
        if (!(section_data != (GameSceneTables.SectionData)null) || section == null || !(section.name == section_data.sectionName))
        {
            if (!is_open)
            {
                Close(UITransition.TYPE.CLOSE);
            }
            else
            {
                int baseDepth = 100;
                section = Singleton <NPCMessageTable> .I.GetSection(section_data.sectionName);

                if (section == null)
                {
                    HomeNPCTalk homeNPCTalk = MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSection() as HomeNPCTalk;

                    if (homeNPCTalk != null)
                    {
                        section = Singleton <NPCMessageTable> .I.GetSection($"{section_data.sectionName}_{homeNPCTalk.npcID:D3}");

                        baseDepth = homeNPCTalk.baseDepth + 1;
                    }
                    if (section == null)
                    {
                        return;
                    }
                }
                base.baseDepth = baseDepth;
                message        = section.GetNPCMessage();
                LoadModel();
            }
        }
    }
Пример #6
0
    public string GetNPCMessageBySectionData(GameSceneTables.SectionData sectionData)
    {
        Section section = GetSection(sectionData.sectionName + "_TEXT");

        if (section != null)
        {
            return(section.GetNPCMessage()?.message);
        }
        return(sectionData.GetText("NPC_MESSAGE_" + Random.Range(0, 3)));
    }
Пример #7
0
 public void UpdateCamera(string scene_name, string section_name, GameSceneTables.SectionData section_data)
 {
     if (!section_data.type.IsDialog())
     {
         VIEW_TYPE vIEW_TYPE = viewType;
         vIEW_TYPE = ((scene_name == "StatusScene" && section_name != "StatusToSmith" && section_name != "ItemStorageSell" && !section_name.Contains("Exchange")) ? VIEW_TYPE.STATUS : VIEW_TYPE.SMITH);
         if (viewType != vIEW_TYPE)
         {
             MoveCamera(viewType, vIEW_TYPE, viewMode, viewMode);
             viewType = vIEW_TYPE;
         }
     }
 }
    public HierarchyData Find(GameSceneTables.SectionData section_data)
    {
        int i = 0;

        for (int count = hierarchyList.Count; i < count; i++)
        {
            if (hierarchyList[i].data == section_data)
            {
                return(hierarchyList[i]);
            }
        }
        return(null);
    }
    public HierarchyData FindIgnoreSingle(GameSceneTables.SectionData section_data)
    {
        int i = 0;

        for (int count = hierarchyList.Count; i < count; i++)
        {
            HierarchyData hierarchyData = hierarchyList[i];
            if (hierarchyData.data == section_data && !hierarchyData.data.type.IsSingle())
            {
                return(hierarchyData);
            }
        }
        return(null);
    }
    private IEnumerator UpdateNPCTalking()
    {
        GameSceneTables.SectionData sectionData = MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSection().sectionData;

        yield return((object)new WaitForSeconds(5f));

        Player hound_A  = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[0] as Player;
        Player hound_B  = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[1] as Player;
        Player beginner = MonoBehaviourSingleton <StageObjectManager> .I.nonplayerList[2] as Player;

        hound_A.uiPlayerStatusGizmo.SetChatDuration(4f);
        hound_B.uiPlayerStatusGizmo.SetChatDuration(4f);
        beginner.uiPlayerStatusGizmo.SetChatDuration(4f);
        beginner.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_0"));
        yield return((object)new WaitForSeconds(5f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_1"));
        yield return((object)new WaitForSeconds(10f));

        hound_B.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_2"));
        yield return((object)new WaitForSeconds(4f));

        hound_B.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_3"));
        yield return((object)new WaitForSeconds(6f));

        beginner.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_4"));
        yield return((object)new WaitForSeconds(4f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_5"));
        yield return((object)new WaitForSeconds(10f));

        hound_B.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_6"));
        yield return((object)new WaitForSeconds(5f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_7"));
        yield return((object)new WaitForSeconds(4f));

        hound_A.uiPlayerStatusGizmo.SayChat(sectionData.GetText("STR_VORGON_HINT_8"));
        yield return((object)new WaitForSeconds(4f));

        if ((int)enemy.BarrierHp > 1)
        {
            enemy.BarrierHp = 1;
        }
        vorgonBarrierBrokenProc = true;
    }
Пример #11
0
    public void UpdateDialogBlocker(GameSectionHierarchy hierarchy, GameSceneTables.SectionData new_section_data)
    {
        //IL_0018: Unknown result type (might be due to invalid IL or missing references)
        //IL_001d: Expected O, but got Unknown
        GameObject blocker = system.GetCtrl(SYSTEM.DIALOG_BLOCKER).get_gameObject();
        int        dialogDialogBlockerDepth = hierarchy.GetDialogDialogBlockerDepth(new_section_data);
        int        num = 3000;

        if (dialogDialogBlockerDepth > -1)
        {
            blocker.SetActive(true);
            dialogBlockerTween.SetOnFinished((EventDelegate.Callback)null);
            dialogBlockerTween.PlayForward();
            blocker.GetComponent <UIPanel>().depth = dialogDialogBlockerDepth;
        }
        else
        {
            dialogBlockerTween.SetOnFinished(delegate
            {
                blocker.SetActive(false);
            });
            dialogBlockerTween.PlayReverse();
            if (blocker.get_activeSelf())
            {
                num = -1;
            }
        }
        if (num > -1)
        {
            if (mainMenu != null)
            {
                mainMenu.baseDepth = num;
            }
            if (mainStatus != null)
            {
                mainStatus.baseDepth = num;
            }
        }
    }
    public GameSection CreateSection(GameSceneTables.SectionData section_data, LoadObject[] use_objects)
    {
        //IL_0019: Unknown result type (might be due to invalid IL or missing references)
        //IL_0111: Unknown result type (might be due to invalid IL or missing references)
        //IL_0123: Unknown result type (might be due to invalid IL or missing references)
        //IL_0128: Expected O, but got Unknown
        GameSection   gameSection = null;
        HierarchyData last        = GetLast();
        Transform     parent      = (last != null) ? last.section._transform : MonoBehaviourSingleton <UIManager> .I.uiCamera.get_transform();

        if (section_data.type == GAME_SECTION_TYPE.COMMON_DIALOG)
        {
            gameSection           = (Utility.CreateGameObjectAndComponent(section_data.typeParams[0], parent, 5) as GameSection);
            gameSection.baseDepth = GetPrefabUIDepth(section_data.type);
            gameSection.set_name(section_data.sectionName);
            parent = gameSection._transform;
        }
        int i = 0;

        for (int num = use_objects.Length; i < num; i++)
        {
            LoadObject loadObject = use_objects[i];
            if (loadObject != null)
            {
                GameObject val = loadObject.loadedObject as GameObject;
                if (val != null)
                {
                    if (val.GetComponent <UIVirtualScreen>() != null)
                    {
                        Type type = null;
                        if (gameSection == null)
                        {
                            type = Type.GetType(section_data.sectionName);
                        }
                        UIBehaviour uIBehaviour = UIManager.CreatePrefabUI(val, loadObject.PopInstantiatedGameObject(), type, false, parent, GetPrefabUIDepth(section_data.type), section_data);
                        if (gameSection == null && section_data.type == GAME_SECTION_TYPE.COMMON_DIALOG)
                        {
                            gameSection = (uIBehaviour.get_gameObject().AddComponent(Type.GetType(section_data.typeParams[0])) as GameSection);
                            parent      = gameSection._transform;
                        }
                        else if (gameSection == null && type != null)
                        {
                            gameSection = (uIBehaviour.GetComponent <UIBehaviour>() as GameSection);
                            parent      = gameSection._transform;
                        }
                        else
                        {
                            if (gameSection == null)
                            {
                                gameSection = (uIBehaviour.GetComponent <UIBehaviour>() as GameSection);
                            }
                            if (gameSection == null)
                            {
                                gameSection           = (Utility.CreateGameObjectAndComponent(section_data.sectionName, parent, 5) as GameSection);
                                gameSection.baseDepth = GetPrefabUIDepth(section_data.type);
                                parent = gameSection._transform;
                            }
                            if (section_data.type != GAME_SECTION_TYPE.COMMON_DIALOG)
                            {
                                uIBehaviour.Open(UITransition.TYPE.OPEN);
                            }
                        }
                    }
                    else if (gameSection != null)
                    {
                        gameSection.AddPrefab(val, loadObject.PopInstantiatedGameObject());
                    }
                    else
                    {
                        Log.Warning(LOG.GAMESCENE, "[{0}] is not used.", val.get_name());
                    }
                }
            }
        }
        if (gameSection == null)
        {
            gameSection           = (Utility.CreateGameObjectAndComponent(section_data.sectionName, parent, 5) as GameSection);
            gameSection.baseDepth = GetPrefabUIDepth(section_data.type);
        }
        HierarchyData hierarchyData = new HierarchyData();

        hierarchyData.section = gameSection;
        hierarchyData.data    = section_data;
        hierarchyList.Add(hierarchyData);
        int type2 = (int)section_data.type;

        if (typedDatas[type2] == null)
        {
            typedDatas[type2] = hierarchyData;
        }
        return(gameSection);
    }
Пример #13
0
    public static UIBehaviour CreatePrefabUI(Object prefab, GameObject inactive_inctance, Type add_component_type, bool initVisible, Transform parent, int depth, GameSceneTables.SectionData section_data)
    {
        //IL_0059: Unknown result type (might be due to invalid IL or missing references)
        //IL_00a4: Unknown result type (might be due to invalid IL or missing references)
        //IL_00aa: Unknown result type (might be due to invalid IL or missing references)
        //IL_00af: Expected O, but got Unknown
        //IL_00bb: Unknown result type (might be due to invalid IL or missing references)
        if (parent == null && MonoBehaviourSingleton <UIManager> .IsValid())
        {
            parent = MonoBehaviourSingleton <UIManager> .I._transform;
        }
        string text = prefab.get_name();

        if (text.StartsWith("internal__"))
        {
            text = text.Substring(text.LastIndexOf("__") + 2);
        }
        Transform val = Utility.CreateGameObject(text, parent, 5);

        val.get_gameObject().AddComponent <UIPanel>();
        Transform val2 = null;

        val2 = ((!(inactive_inctance != null)) ? ResourceUtility.Realizes(prefab, val, 5) : InstantiateManager.Realizes(ref inactive_inctance, val, 5));
        if (add_component_type == null)
        {
            add_component_type = Type.GetType(val2.get_name());
        }
        UIBehaviour uIBehaviour = (add_component_type == null) ? val.get_gameObject().AddComponent <UIBehaviour>() : (val.get_gameObject().AddComponent(add_component_type) as UIBehaviour);

        uIBehaviour.collectUI   = val2;
        uIBehaviour.sectionData = section_data;
        TestTransitionAnim(val2, section_data);
        if (MonoBehaviourSingleton <UIManager> .I.common != null)
        {
            int    num   = 0;
            string text2 = uIBehaviour.GetCaptionText();
            if (section_data != (GameSceneTables.SectionData)null)
            {
                if (text2 == null)
                {
                    text2 = section_data.GetText("CAPTION");
                }
                num = section_data.backButtonIndex;
            }
            if (num > 0)
            {
                MonoBehaviourSingleton <UIManager> .I.common.AttachBackButton(uIBehaviour, num - 1);
            }
            MonoBehaviourSingleton <UIManager> .I.common.AttachCaption(uIBehaviour, num, text2);
        }
        uIBehaviour.InitUI();
        uIBehaviour.baseDepth = depth;
        if (!initVisible)
        {
            val2.GetComponentsInChildren <UIWidget>(Temporary.uiWidgetList);
            int i = 0;
            for (int count = Temporary.uiWidgetList.Count; i < count; i++)
            {
                Temporary.uiWidgetList[i]._Update();
            }
            Temporary.uiWidgetList.Clear();
        }
        uIBehaviour.uiVisible = initVisible;
        return(uIBehaviour);
    }