IEnumerator DoExitSeqAnimator(AnimatorEnterExit seq) { seq.PlayExit(); yield return(seq.PlayExitWait()); seq.gameObject.SetActive(false); }
IEnumerator DoDialogEnter(M8.TextMeshPro.TextMeshProTypewriter dialog, AnimatorEnterExit transition, string textRef) { transition.gameObject.SetActive(true); yield return(transition.PlayEnterWait()); dialog.text = M8.Localize.Get(textRef); dialog.gameObject.SetActive(true); LoLManager.instance.StopSpeakQueue(); LoLManager.instance.SpeakText(textRef); }
IEnumerator DoHide(GameObject go, AnimatorEnterExit animatorEnterExit) { if (animatorEnterExit) { while (animatorEnterExit.isPlaying) { yield return(null); } yield return(animatorEnterExit.PlayExitWait()); } go.SetActive(false); }
IEnumerator DoShow(GameObject go, GameObject postActiveGO, AnimatorEnterExit animatorEnterExit) { go.SetActive(true); if (animatorEnterExit) { while (animatorEnterExit.isPlaying) { yield return(null); } yield return(animatorEnterExit.PlayEnterWait()); if (postActiveGO) { postActiveGO.SetActive(true); } } }