public void clone(_GPUParticleCtrl gpu) { gpu.ctrlColor = this.ctrlColor; gpu.ctrlSize = this.ctrlSize; gpu.ctrlTime = this.ctrlTime; gpu.fadeinTime = this.fadeinTime; gpu.fadeoutTime = this.fadeoutTime; gpu.timeLen = this.timeLen; gpu.loop = this.loop; gpu.tocontinue = this.tocontinue; gpu.auto = this.auto; gpu.mTime = this.mTime; gpu.cTime = this.cTime; gpu.startSize = this.startSize; gpu.endSize = this.endSize; gpu.startColor = this.startColor; gpu.endColor = this.endColor; gpu.mCurveClr = this.mCurveClr; gpu.mCurveSize = this.mCurveSize; gpu.fadeintime_inv = this.fadeintime_inv; gpu.fadeouttime_inv = this.fadeouttime_inv; gpu.playtime_inv = this.playtime_inv; gpu.totletime_inv = this.totletime_inv; gpu.dtime = this.dtime; gpu.fadestate = this.fadestate; gpu.totletime_inv = this.totletime; gpu.mclr = this.mclr; gpu.msize = this.msize; gpu.lagtime = this.lagtime; }
public void Init(List <int> digits, int idx) { base.StopAllCoroutines(); this.ues = base.transform.GetComponent <UIEffectSort>(); this.levelBG = base.transform.parent.parent.Find("LevelBG"); this.gpu = base.GetComponent <_GPUParticleCtrl>(); this.parPanel = base.GetComponentInParent <UIPanel>(); this.ues.panel = this.parPanel; this.ues.widgetInBack = this.levelBG.GetComponent <UISprite>(); this.oriPos = base.transform.localPosition; int num = 0; this.sr = base.GetComponent <SpriteRenderer>(); this.num = (BottleSystemDigit.Num)idx; if (digits != null) { this.digit = digits[idx]; } this.mat = (Resources.Load("Prefab/UI/Bottle/ShinedFigures" + idx) as Material); Sprite sprite = Resources.Load <Sprite>("Texture/MagicBottle/Shined_figures_" + this.digit); this.sr.sprite = sprite; this.sr.material = this.mat; this.tweenPos = base.GetComponent <TweenPosition>(); this.tweenAlp = base.GetComponent <TweenAlpha>(); this.tweenPos.from = this.oriPos; this.tweenPos.to = this.oriPos; this.tweenAlp.from = 1f; this.tweenAlp.to = 1f; this.tweenPos.enabled = false; for (int i = digits.Count - 1; i >= 0; i--) { if (digits[i] != 0) { num = i; break; } } base.transform.gameObject.SetActive(true); if (this.num > (BottleSystemDigit.Num)num) { base.transform.gameObject.SetActive(false); } }