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using System;
using System.Collections;
using UnityEngine;
public class SpinAnimator : MonoBehaviour
{
public float Speed = 60f;
private SpinAnimator.States curState;
private enum States
{
Visible,
Invisible,
Spinning,
Pulsing
}
private void Update()
{
if (this.curState == SpinAnimator.States.Spinning)
{
base.transform.Rotate(0f, 0f, this.Speed * Time.deltaTime);
}
}
public void Appear()
{
if (this.curState != SpinAnimator.States.Invisible)
{
return;
}
this.curState = SpinAnimator.States.Visible;
base.gameObject.SetActive(true);
base.StopAllCoroutines();
base.StartCoroutine(Effects.ScaleIn(base.transform, 0f, 1f, 0.125f));
}
public void Disappear()
{
if (this.curState == SpinAnimator.States.Invisible)
{
return;
}
this.curState = SpinAnimator.States.Invisible;
base.StopAllCoroutines();
base.StartCoroutine(this.CoDisappear());
}
private IEnumerator CoDisappear()
{
yield return Effects.ScaleIn(base.transform, 1f, 0f, 0.125f);
base.gameObject.SetActive(false);
yield break;
}
public void StartPulse()
{
if (this.curState == SpinAnimator.States.Pulsing)
{
return;
}
this.curState = SpinAnimator.States.Pulsing;
SpriteRenderer component = base.GetComponent<SpriteRenderer>();
base.StartCoroutine(Effects.CycleColors(component, Color.white, Color.green, 1f, float.MaxValue));
}
internal void Play()
{
this.curState = SpinAnimator.States.Spinning;
}
}
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