using System; using System.Collections; using System.Collections.Generic; using SmartPoint.AssetAssistant; using UnityEngine; using UnityEngine.UI; namespace SmartPoint.Components { public class Fader : SingletonMonoBehaviour { bool Awake() { return default(bool); } public static bool valid { get { return default(bool); } set { } } public static Material material { get { return null; } set { } } public static Fader.FadeMode fadeMode { get { return Fader.FadeMode.Color; } set { } } public static float duration { get { return default(float); } set { } } public static Color fillColor { get { return default(Color); } set { } } public static Texture filterTexture { get { return null; } set { } } public static bool isBusy { get { return default(bool); } } public static float fadeInProgress { get { return default(float); } } public static float fadeOutProgress { get { return default(float); } } public static float fillPower { get { return default(float); } } public void OnDisable() { } private void OnUpdate(float deltaTime) { } private void UpdateMaterial() { } public static void FadeIn() { } public static void FadeIn(float duration) { } public static void FadeOut() { } public static void FadeOut(float duration) { } private IEnumerator CaptureScreen() { return null; } public const int SORTING_ORDER = 16384; private Canvas _canvas; private RawImage _filterImage; private float _fillPower; private Color _fillColor; private float _speed; private Texture2D _renderTexture; private bool _valid; [SerializeField] private float _duration; [SerializeField] private Fader.FadeMode _mode; private Material _defaultMaterial; private Material _cutoutMaterial; public enum FadeMode { Color, Cutout, Cross } private void Dispose() { } private bool MoveNext() { return default(bool); } private object Current { get { return null; } } private void Reset() { } } }