using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.UI { // Token: 0x020029B4 RID: 10676 [Token(Token = "0x20029B4")] public class RadialUILayout : MonoBehaviour { // Token: 0x06011DFA RID: 73210 RVA: 0x00412208 File Offset: 0x00410408 [Token(Token = "0x6011DFA")] [Address(RVA = "0x1017A60", Offset = "0x1016860", VA = "0x181017A60")] private void NHHPDCCCMIE() { int length = this.children.Length; this.ApplyLayout(length); } // Token: 0x06011DFB RID: 73211 RVA: 0x00412230 File Offset: 0x00410430 [Token(Token = "0x6011DFB")] [Address(RVA = "0x1017500", Offset = "0x1016300", VA = "0x181017500")] 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: 0x06011DFC RID: 73212 RVA: 0x00412394 File Offset: 0x00410594 [Token(Token = "0x6011DFC")] [Address(RVA = "0x1017A90", Offset = "0x1016890", VA = "0x181017A90")] public RadialUILayout() { } // Token: 0x0400B81F RID: 47135 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400B81F")] [SerializeField] [IKJMHFGIDEP("Use the context menu to apply changes in editor")] private RectTransform[] children; // Token: 0x0400B820 RID: 47136 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400B820")] [SerializeField] private float totalArcAngle = 360f; // Token: 0x0400B821 RID: 47137 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400B821")] [SerializeField] private float startingAngle; // Token: 0x0400B822 RID: 47138 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400B822")] [SerializeField] private float minWedgeArcAngle = 30f; // Token: 0x0400B823 RID: 47139 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400B823")] [SerializeField] private float radius = 100f; // Token: 0x0400B824 RID: 47140 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400B824")] [SerializeField] private bool applyRotation; } }