private IEnumerator StartGame(FightInfo fightInfo) { StatesUtility.ClearOptionLayer(); yield return(ApplyFightInfos(fightInfo)); yield return(m_ui.GotoVersusAnim()); yield return((object)new WaitForTime(2f)); StateLayer defaultLayer = StateManager.GetDefaultLayer(); StateContext currentState = defaultLayer.GetChildState(); if (currentState != null) { defaultLayer.ClearChildState(0); while ((int)currentState.get_loadState() == 8) { yield return(null); } } FightState fightState = new FightState(fightInfo); defaultLayer.SetChildState(fightState, 0); VersusState versusState = new VersusState(m_ui, fightState); this.SetChildState(versusState, 0); }
private void OpenState(StateContext state) { m_havreMap.SetInteractable(value: false); StateLayer val = default(StateLayer); StateLayer val2 = default(StateLayer); if (StateManager.TryGetLayer("OptionUI", ref val) && val.HasChildState() && val.GetChildState().HasChildState()) { m_havreMap.SetInteractable(value: true); } else if (StateManager.TryGetLayer("PlayerUI", ref val2)) { if (val2.HasChildState() && val2.GetChildState().HasChildState()) { m_havreMap.SetInteractable(value: true); return; } StateManager.SetActiveInputLayer(val2); val2.GetChainEnd().SetChildState(state, 0); } }