Elin Modding Docs Doc
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LayerDrama.cs
1using System;
2using UnityEngine;
3
4// Token: 0x0200053A RID: 1338
5public class LayerDrama : ELayer
6{
7 // Token: 0x0600243C RID: 9276 RVA: 0x000CC3A4 File Offset: 0x000CA5A4
8 public static bool IsActive()
9 {
10 return ELayer.ui.GetLayer<LayerDrama>(false);
11 }
12
13 // Token: 0x0600243D RID: 9277 RVA: 0x000CC3B6 File Offset: 0x000CA5B6
14 public override void OnInit()
15 {
16 LayerDrama.Instance = this;
17 LayerDrama.maxBGMVolume = false;
18 }
19
20 // Token: 0x0600243E RID: 9278 RVA: 0x000CC3C4 File Offset: 0x000CA5C4
21 private void LateUpdate()
22 {
23 if (this.drama.sequence.isExited && ELayer.ui.GetTopLayer() == this)
24 {
25 this.Close();
26 }
27 if (ELayer.ui.TopLayer == this && !this.isDestroyed)
28 {
29 ELayer.ui.hud.hint.cg.alpha = 0f;
30 return;
31 }
32 ELayer.ui.hud.hint.cg.alpha = 1f;
33 }
34
35 // Token: 0x0600243F RID: 9279 RVA: 0x000CC452 File Offset: 0x000CA652
36 public static LayerDrama ActivateMain(string idSheet, string idStep = null, Chara target = null, Card ref1 = null, string tag = "")
37 {
38 return LayerDrama.Activate("_main", idSheet, idStep, target, ref1, tag);
39 }
40
41 // Token: 0x06002440 RID: 9280 RVA: 0x000CC464 File Offset: 0x000CA664
42 public static LayerDrama Activate(string book, string idSheet, string idStep, Chara target = null, Card ref1 = null, string tag = "")
43 {
44 LayerDrama layerDrama = Layer.Create<LayerDrama>();
45 layerDrama.setup = new DramaSetup
46 {
47 book = book,
48 sheet = idSheet,
49 step = idStep,
50 ref1 = ref1,
51 forceJump = LayerDrama.forceJump,
52 tag = tag
53 };
54 LayerDrama.forceJump = null;
55 if (target != null)
56 {
57 layerDrama.setup.person = new Person(target);
58 }
59 ELayer.ui.AddLayer(layerDrama);
60 layerDrama.drama.Play(layerDrama.setup);
61 return layerDrama;
62 }
63
64 // Token: 0x06002441 RID: 9281 RVA: 0x000CC4EC File Offset: 0x000CA6EC
65 public static LayerDrama ActivateNerun(string idText)
66 {
67 if (ELayer.debug.skipNerun)
68 {
69 return null;
70 }
71 LayerDrama layerDrama = Layer.Create<LayerDrama>();
72 layerDrama.setup = new DramaSetup
73 {
74 book = "_nerun",
75 step = "6-1"
76 };
77 TextAsset textAsset = Resources.Load<TextAsset>(CorePath.Text_DialogHelp + idText);
78 layerDrama.setup.textData = GameLang.Convert(((textAsset != null) ? textAsset.text : null) ?? (idText + " not found."));
79 layerDrama.option.hideOthers = false;
80 layerDrama.option.screenlockType = Layer.Option.ScreenlockType.DarkLight;
81 ELayer.ui.AddLayer(layerDrama);
82 layerDrama.drama.Play(layerDrama.setup);
83 return layerDrama;
84 }
85
86 // Token: 0x06002442 RID: 9282 RVA: 0x000CC5A1 File Offset: 0x000CA7A1
87 public override void OnUpdateInput()
88 {
89 base.OnUpdateInput();
90 }
91
92 // Token: 0x06002443 RID: 9283 RVA: 0x000CC5AC File Offset: 0x000CA7AC
93 public override void OnKill()
94 {
95 ELayer.ui.Show(1f);
96 LayerDrama.keepBGM = false;
97 LayerDrama.haltPlaylist = false;
98 SoundManager.current.haltUpdate = false;
99 SoundManager.forceBGM = false;
100 ELayer.ui.hud.hint.cg.alpha = 1f;
101 ELayer.scene.screenElin.focusOption = null;
102 LayerDrama.alwaysVisible = null;
103 EInput.requireConfirmReset = true;
104 LayerDrama.maxBGMVolume = false;
105 }
106
107 // Token: 0x040013A1 RID: 5025
108 public static Quest currentQuest;
109
110 // Token: 0x040013A2 RID: 5026
111 public static Religion currentReligion;
112
113 // Token: 0x040013A3 RID: 5027
114 public static bool keepBGM;
115
116 // Token: 0x040013A4 RID: 5028
117 public static bool haltPlaylist;
118
119 // Token: 0x040013A5 RID: 5029
120 public static bool maxBGMVolume;
121
122 // Token: 0x040013A6 RID: 5030
123 public static string forceJump;
124
125 // Token: 0x040013A7 RID: 5031
126 public static LayerDrama Instance;
127
128 // Token: 0x040013A8 RID: 5032
129 public static Card alwaysVisible;
130
131 // Token: 0x040013A9 RID: 5033
132 public DramaManager drama;
133
134 // Token: 0x040013AA RID: 5034
135 public CanvasGroup cg;
136
137 // Token: 0x040013AB RID: 5035
138 public DramaSetup setup;
139}
Definition Card.cs:13
Definition Chara.cs:12
Definition Quest.cs:8