public IEnumerator LoadBaseSceneCoroutine(Scene.Data data) { // ISSUE: object of a compiler-generated type is created return((IEnumerator) new Scene.\u003CLoadBaseSceneCoroutine\u003Ec__Iterator1() { data = data, \u0024this = this }); }
private IEnumerator LoadSet(Scene.Data data) { // ISSUE: object of a compiler-generated type is created return((IEnumerator) new Scene.\u003CLoadSet\u003Ec__Iterator0() { data = data, \u0024this = this }); }
public bool UnLoad() { bool flag = false; if (this.sceneStack.Count <= 1) { return(false); } Scene.Data scene = this.sceneStack.Peek(); AsyncOperation asyncOperation = scene.Unload(); this.sceneStack.Pop(); Scene.Data.UnloadType unloadType = Scene.Data.UnloadType.Success; if (asyncOperation != null) { if (this.NowSceneNames.Any <string>((Func <string, bool>)(s => s == scene.levelName))) { unloadType = Scene.Data.UnloadType.Loaded; } } else { unloadType = Scene.Data.UnloadType.Fail; } switch (unloadType) { case Scene.Data.UnloadType.Fail: if (this.AddSceneName.IsNullOrEmpty()) { this.StartCoroutine(this.LoadStart(this.sceneStack.Pop(), true)); break; } flag = true; break; case Scene.Data.UnloadType.Loaded: flag = true; break; } if (flag) { do { this.loadStack.Push(this.sceneStack.Pop()); }while (this.loadStack.Peek().isAdd); while (this.loadStack.Any <Scene.Data>()) { Scene.Data data = this.loadStack.Pop(); bool isAsync = data.isAsync; data.isAsync = false; this.sceneStack.Push(data); data.isAsync = isAsync; } } return(true); }
public IEnumerator LoadStart(Scene.Data data, bool isLoadingImageDraw = true) { // ISSUE: object of a compiler-generated type is created return((IEnumerator) new Scene.\u003CLoadStart\u003Ec__Iterator8() { data = data, isLoadingImageDraw = isLoadingImageDraw, \u0024this = this }); }
protected override void Awake() { if (!this.CheckInstance()) { Object.Destroy((Object)((Component)this).get_gameObject()); } else { Object.DontDestroyOnLoad((Object)((Component)this).get_gameObject()); GameObject asset = AssetBundleManager.LoadAsset("scene/scenemanager.unity3d", "scenemanager", typeof(GameObject), (string)null).GetAsset <GameObject>(); this.manager = (GameObject)Object.Instantiate <GameObject>((M0)asset, ((Component)this).get_transform(), false); ((Object)this.manager).set_name(((Object)asset).get_name()); this.nowLoadingImage = ((IEnumerable <Image>) this.manager.GetComponentsInChildren <Image>(true)).FirstOrDefault <Image>((Func <Image, bool>)(p => ((Object)p).get_name() == "NowLoading")); this.progressSlider = ((IEnumerable <Slider>) this.manager.GetComponentsInChildren <Slider>(true)).FirstOrDefault <Slider>((Func <Slider, bool>)(p => ((Object)p).get_name() == "Progress")); this.loadingAnimeImage = ((IEnumerable <Image>) this.manager.GetComponentsInChildren <Image>(true)).FirstOrDefault <Image>((Func <Image, bool>)(p => ((Object)p).get_name() == "LoadingAnime")); this.nowLoadingImage.SafeProc <Image>((Action <Image>)(t => ((Component)t).get_gameObject().SetActive(false))); this.progressSlider.SafeProc <Slider>((Action <Slider>)(t => ((Component)t).get_gameObject().SetActive(false))); this.loadingAnimeImage.SafeProc <Image>((Action <Image>)(t => ((Component)t).get_gameObject().SetActive(false))); this.loadingPanel = (LoadingPanel)this.manager.GetComponentInChildren <LoadingPanel>(true); this.loadingPanel.SafeProc <LoadingPanel>((Action <LoadingPanel>)(t => ((Component)t).get_gameObject().SetActive(false))); this.sceneFade = (SceneFade)this.manager.GetComponentInChildren <SceneFade>(true); this.initFadeColor = this.sceneFade._Color; this.sceneFade._Fade = SimpleFade.Fade.Out; this.sceneFade.ForceEnd(); AssetBundleManager.UnloadAssetBundle("scene/scenemanager.unity3d", false, (string)null, false); Scene.Data data1 = new Scene.Data(); Scene.Data data2 = data1; Scene activeScene = Scene.ActiveScene; string name = ((Scene) ref activeScene).get_name(); data2.levelName = name; data1.isAdd = false; this.sceneStack = new Scene.SceneStack <Scene.Data>(data1); this.loadStack = new Stack <Scene.Data>(); this.CreateSpace(); Application.add_wantsToQuit(new Func <bool>(this.CanQuit)); this.isGameEndCheck = true; this.isSkipGameExit = false; } }
public void LoadReserve(Scene.Data data, bool isLoadingImageDraw) { this.StartCoroutine(this.LoadStart(data, isLoadingImageDraw)); }
public void LoadBaseScene(Scene.Data data) { this.StartCoroutine(this.LoadBaseSceneCoroutine(data)); }