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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Xft
- {
- public class CompositeXffect : MonoBehaviour
- {
- private void Awake()
- {
- this.Initialize();
- }
- public void Initialize()
- {
- IEnumerator enumerator = base.transform.GetEnumerator();
- try
- {
- while (enumerator.MoveNext())
- {
- object obj = enumerator.Current;
- Transform transform = (Transform)obj;
- XffectComponent component = transform.GetComponent<XffectComponent>();
- if (component == null)
- {
- XffectCache component2 = transform.GetComponent<XffectCache>();
- if (component2 != null)
- {
- component2.Init();
- }
- }
- else
- {
- component.Initialize();
- this.XffectList.Add(component);
- }
- }
- }
- finally
- {
- IDisposable disposable;
- if ((disposable = (enumerator as IDisposable)) != null)
- {
- disposable.Dispose();
- }
- }
- }
- public void Active()
- {
- base.gameObject.SetActive(true);
- foreach (XffectComponent xffectComponent in this.XffectList)
- {
- xffectComponent.Active();
- }
- }
- public void DeActive()
- {
- base.gameObject.SetActive(false);
- foreach (XffectComponent xffectComponent in this.XffectList)
- {
- xffectComponent.DeActive();
- }
- }
- private List<XffectComponent> XffectList = new List<XffectComponent>();
- }
- }
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