scripts
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@@ -0,0 +1,120 @@
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using System;
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using System.Runtime.InteropServices;
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using Cpp2IlInjected;
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using UnityEngine;
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namespace RecRoom.UI
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{
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// Token: 0x020024F7 RID: 9463
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[Token(Token = "0x20024F7")]
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[StructLayout(3)]
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public class RadialUILayout : MonoBehaviour
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{
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// Token: 0x06010561 RID: 66913 RVA: 0x003D3FC4 File Offset: 0x003D21C4
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[Token(Token = "0x6010561")]
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[Address(RVA = "0x14798A0", Offset = "0x14782A0", VA = "0x1814798A0")]
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private void NHHPDCCCMIE()
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{
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int length = this.children.Length;
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this.ApplyLayout(length);
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}
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// Token: 0x06010562 RID: 66914 RVA: 0x003D3FEC File Offset: 0x003D21EC
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[Token(Token = "0x6010562")]
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[Address(RVA = "0x1479340", Offset = "0x1477D40", VA = "0x181479340")]
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public void ApplyLayout(int DIBJFJNLDMN)
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{
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float num = this.totalArcAngle;
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float num2 = Mathf.Min(num, 360f);
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int[] array = new int[3];
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RectTransform[] array2 = this.children;
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int length = array2.Length;
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array[0] = length;
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array[0] = DIBJFJNLDMN;
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array[1] = array2;
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int num3 = Mathf.Min(array);
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int num4 = 0;
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if (num3 > 0)
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{
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RectTransform rectTransform = this.children[num4];
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int num5 = 0;
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if (!(rectTransform == num5))
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{
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this.children[num4].gameObject.SetActive(true);
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int num6 = 0;
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int num7 = 0;
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Quaternion quaternion = Quaternion.Euler(num2, (float)num7, (float)num6);
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float z = Vector3.up.z;
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Vector3 vector;
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float z2 = vector.z;
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this.children[num4].anchoredPosition = num4;
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RectTransform rectTransform2 = this.children[num4];
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if ((this.applyRotation ? 1 : 0) == num4)
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{
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Quaternion identity = Quaternion.identity;
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}
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num4++;
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}
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num4++;
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}
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RectTransform[] array3 = this.children;
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if (num4 < array3.Length)
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{
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RectTransform rectTransform3 = array3[num4];
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int num8 = 0;
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if (rectTransform3 != num8)
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{
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GameObject gameObject = this.children[num4].gameObject;
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int num9 = 0;
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gameObject.SetActive(num9 != 0);
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}
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RectTransform[] array4 = this.children;
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num4++;
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}
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}
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// Token: 0x06010563 RID: 66915 RVA: 0x003D4150 File Offset: 0x003D2350
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[Token(Token = "0x6010563")]
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[Address(RVA = "0x14798D0", Offset = "0x14782D0", VA = "0x1814798D0")]
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public RadialUILayout()
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{
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}
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// Token: 0x0400AD8A RID: 44426
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400AD8A")]
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[SerializeField]
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[IKJMHFGIDEP("Use the context menu to apply changes in editor")]
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private RectTransform[] children;
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// Token: 0x0400AD8B RID: 44427
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400AD8B")]
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[SerializeField]
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private float totalArcAngle = 360f;
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// Token: 0x0400AD8C RID: 44428
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x24")]
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[Token(Token = "0x400AD8C")]
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[SerializeField]
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private float startingAngle;
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// Token: 0x0400AD8D RID: 44429
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400AD8D")]
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[SerializeField]
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private float minWedgeArcAngle = 30f;
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// Token: 0x0400AD8E RID: 44430
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x400AD8E")]
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[SerializeField]
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private float radius = 100f;
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// Token: 0x0400AD8F RID: 44431
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400AD8F")]
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[SerializeField]
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private bool applyRotation;
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}
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}
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