private void Resume() { Game.instance.Resume(); MenuCameraEffects.FadeInCredits(); MenuSystem.instance.ExitMenus(); FadeOutBack(); }
private void UpdateFromState() { if (state < State.Ground) { if (MenuCameraEffects.instance.creditsAdjust == 0f && MenuSystem.instance.state == MenuSystemState.Inactive) { MenuCameraEffects.FadeInCredits(); } } else if (MenuCameraEffects.instance.creditsAdjust != 0f && !MenuCameraEffects.instance.CreditsAdjustInTransition && MenuSystem.instance.state == MenuSystemState.Inactive) { MenuCameraEffects.FadeOut(1.5f); } SetCloudState(state < State.Ground); if (!skipDrag) { bool flag = state < State.NearGround; if (flag != lastDrag) { lastDrag = flag; currentDrag = ((!flag) ? 0.05f : 0.4f); for (int i = 0; i < Human.all.Count; i++) { Human human = Human.all[i]; if (humansInLevel.Contains(human) && !skipDrag) { human.SetDrag(currentDrag); } human.state = HumanState.Spawning; } } } bool flag2 = state >= State.FadeOut; if (fadeRunning == flag2) { return; } fadeRunning = flag2; if (flag2) { CreditsFadeOutAndEnd.Trigger(base.gameObject, delegate { GetComponentInParent <Level>().respawnLocked = true; ClearDrag(); hasFinishedCredits = true; startupDoor.SetActive(value: false); for (int j = 0; j < blocks.Count; j++) { blocks[j].gameObject.SetActive(value: false); } }); return; } CreditsFadeOutAndEnd component = base.gameObject.GetComponent <CreditsFadeOutAndEnd>(); if (component != null) { component.Cancel(); } }