using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.UI { // Token: 0x02002A9D RID: 10909 [Token(Token = "0x2002A9D")] public class RadialUILayout : MonoBehaviour { // Token: 0x06012236 RID: 74294 RVA: 0x0041BD34 File Offset: 0x00419F34 [Token(Token = "0x6012236")] [Address(RVA = "0x1AA19B0", Offset = "0x1AA09B0", VA = "0x181AA19B0")] private void NHHPDCCCMIE() { int length = this.children.Length; this.ApplyLayout(length); } // Token: 0x06012237 RID: 74295 RVA: 0x0041BD5C File Offset: 0x00419F5C [Token(Token = "0x6012237")] [Address(RVA = "0x1AA1450", Offset = "0x1AA0450", VA = "0x181AA1450")] public void ApplyLayout(int DIBJFJNLDMN) { float num = this.totalArcAngle; float num2 = Mathf.Min(num, 360f); int[] array = new int[3]; RectTransform[] array2 = this.children; int length = array2.Length; array[0] = length; array[0] = DIBJFJNLDMN; array[1] = array2; int num3 = Mathf.Min(array); int num4 = 0; if (num3 > 0) { RectTransform rectTransform = this.children[num4]; int num5 = 0; if (!(rectTransform == num5)) { this.children[num4].gameObject.SetActive(true); int num6 = 0; int num7 = 0; Quaternion quaternion = Quaternion.Euler(num2, (float)num7, (float)num6); float z = Vector3.up.z; Vector3 vector; float z2 = vector.z; this.children[num4].anchoredPosition = num4; RectTransform rectTransform2 = this.children[num4]; if ((this.applyRotation ? 1 : 0) == num4) { Quaternion identity = Quaternion.identity; } num4++; } num4++; } RectTransform[] array3 = this.children; if (num4 < array3.Length) { RectTransform rectTransform3 = array3[num4]; int num8 = 0; if (rectTransform3 != num8) { GameObject gameObject = this.children[num4].gameObject; int num9 = 0; gameObject.SetActive(num9 != 0); } RectTransform[] array4 = this.children; num4++; } } // Token: 0x06012238 RID: 74296 RVA: 0x0041BEC0 File Offset: 0x0041A0C0 [Token(Token = "0x6012238")] [Address(RVA = "0x1AA19E0", Offset = "0x1AA09E0", VA = "0x181AA19E0")] public RadialUILayout() { } // Token: 0x0400BA2F RID: 47663 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400BA2F")] [SerializeField] [CFNAPIMJMLJ("Use the context menu to apply changes in editor")] private RectTransform[] children; // Token: 0x0400BA30 RID: 47664 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400BA30")] [SerializeField] private float totalArcAngle = 360f; // Token: 0x0400BA31 RID: 47665 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400BA31")] [SerializeField] private float startingAngle; // Token: 0x0400BA32 RID: 47666 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400BA32")] [SerializeField] private float minWedgeArcAngle = 30f; // Token: 0x0400BA33 RID: 47667 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400BA33")] [SerializeField] private float radius = 100f; // Token: 0x0400BA34 RID: 47668 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400BA34")] [SerializeField] private bool applyRotation; } }