2using System.Collections.Generic;
28 public SpriteRenderer
sr;
82 return UnityEngine.Object.Instantiate(original);
100 public void Play(
float delay,
Point from,
float fixY = 0f,
Point to =
null, Sprite sprite =
null)
104 TweenUtil.Tween(delay, delegate
108 Play(_from, fixY, _to, sprite);
131 num += ((from.cell.HasRoof || from.
cell.
isShadowed) ? (-0.2f) : 0f);
134 sr.material.SetVector(
"_Color",
new Vector4(num, num, num, 1f));
145 base.transform.position =
fromV;
195 sr.flipX = (sr.flipX ? (!x) : x);
196 sr.flipY = (sr.flipY ? (!y) : y);
213 if (!base.gameObject.activeSelf)
215 base.gameObject.SetActive(value:
true);
217 timer += (
randomSpeed ? UnityEngine.Random.Range(Time.deltaTime, Time.deltaTime * 1.5f) : Time.deltaTime);
253 else if ((
bool)base.gameObject)
255 UnityEngine.Object.Destroy(base.gameObject);
279 UnityEngine.Object.Destroy(
item);
285 ParticleSystem[] array =
systems;
286 for (
int i = 0; i < array.Length; i++)
295 ParticleSystem[] array =
systems;
296 for (
int i = 0; i < array.Length; i++)
298 ParticleSystem.MainModule main = array[i].main;
310 ParticleSystem[] array =
systems;
311 foreach (ParticleSystem particleSystem
in array)
324 ParticleSystem.MainModule main = particleSystem.main;
325 main.startColor = color;
333 base.transform.localScale *= a;
static EffectManager Instance
static T Get< T >(string id)
Effect _Play(Point from, Vector3 fromV, float fixY=0f, Point to=null, Sprite sprite=null)
static EffectManager manager
Effect Play(Point from, float fixY=0f, Point to=null, Sprite sprite=null)
static Effect Get(Effect original)
static Effect Get(string id)
Effect SetStartDelay(float a)
void Play(float delay, Point from, float fixY=0f, Point to=null, Sprite sprite=null)
Effect Flip(bool x=false, bool y=false)
Effect SetParticleColor(Color c)
Effect SetParticleColor(Color color, bool changeMaterial=false, string idCol="_Color")
List< Material > materialsToDestroy
ref Vector3 Position(int height)
Quaternion GetRotation(Point to)
static void DespawnOrDestroy(Component c)