Files
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

1034 lines
26 KiB
C#

using System.Diagnostics;
using UnityEngine;
public static class NGUIMath
{
[DebuggerHidden]
[DebuggerStepThrough]
public static float Lerp(float from, float to, float factor)
{
return from * (1f - factor) + to * factor;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static int ClampIndex(int val, int max)
{
if (val >= 0)
{
if (val >= max)
{
return max - 1;
}
return val;
}
return 0;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static int RepeatIndex(int val, int max)
{
if (max < 1)
{
return 0;
}
while (val < 0)
{
val += max;
}
while (val >= max)
{
val -= max;
}
return val;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static float WrapAngle(float angle)
{
while (angle > 180f)
{
angle -= 360f;
}
while (angle < -180f)
{
angle += 360f;
}
return angle;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static float Wrap01(float val)
{
return val - (float)Mathf.FloorToInt(val);
}
[DebuggerHidden]
[DebuggerStepThrough]
public static int HexToDecimal(char ch)
{
switch (ch)
{
case '0':
return 0;
case '1':
return 1;
case '2':
return 2;
case '3':
return 3;
case '4':
return 4;
case '5':
return 5;
case '6':
return 6;
case '7':
return 7;
case '8':
return 8;
case '9':
return 9;
case 'A':
case 'a':
return 10;
case 'B':
case 'b':
return 11;
case 'C':
case 'c':
return 12;
case 'D':
case 'd':
return 13;
case 'E':
case 'e':
return 14;
case 'F':
case 'f':
return 15;
default:
return 15;
}
}
[DebuggerHidden]
[DebuggerStepThrough]
public static char DecimalToHexChar(int num)
{
if (num > 15)
{
return 'F';
}
if (num < 10)
{
return (char)(48 + num);
}
return (char)(65 + num - 10);
}
[DebuggerHidden]
[DebuggerStepThrough]
public static string DecimalToHex8(int num)
{
num &= 0xFF;
return num.ToString("X2");
}
[DebuggerHidden]
[DebuggerStepThrough]
public static string DecimalToHex24(int num)
{
num &= 0xFFFFFF;
return num.ToString("X6");
}
[DebuggerHidden]
[DebuggerStepThrough]
public static string DecimalToHex32(int num)
{
return num.ToString("X8");
}
[DebuggerHidden]
[DebuggerStepThrough]
public static int ColorToInt(Color c)
{
return 0 | (Mathf.RoundToInt(c.r * 255f) << 24) | (Mathf.RoundToInt(c.g * 255f) << 16) | (Mathf.RoundToInt(c.b * 255f) << 8) | Mathf.RoundToInt(c.a * 255f);
}
[DebuggerHidden]
[DebuggerStepThrough]
public static Color IntToColor(int val)
{
float num = 0.003921569f;
Color black = Color.black;
black.r = num * (float)((val >> 24) & 0xFF);
black.g = num * (float)((val >> 16) & 0xFF);
black.b = num * (float)((val >> 8) & 0xFF);
black.a = num * (float)(val & 0xFF);
return black;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static string IntToBinary(int val, int bits)
{
string text = "";
int num = bits;
while (num > 0)
{
if (num == 8 || num == 16 || num == 24)
{
text += " ";
}
text += (((val & (1 << --num)) != 0) ? '1' : '0');
}
return text;
}
[DebuggerHidden]
[DebuggerStepThrough]
public static Color HexToColor(uint val)
{
return IntToColor((int)val);
}
public static Rect ConvertToTexCoords(Rect rect, int width, int height)
{
Rect result = rect;
if ((float)width != 0f && (float)height != 0f)
{
result.xMin = rect.xMin / (float)width;
result.xMax = rect.xMax / (float)width;
result.yMin = 1f - rect.yMax / (float)height;
result.yMax = 1f - rect.yMin / (float)height;
}
return result;
}
public static Rect ConvertToPixels(Rect rect, int width, int height, bool round)
{
Rect result = rect;
if (round)
{
result.xMin = Mathf.RoundToInt(rect.xMin * (float)width);
result.xMax = Mathf.RoundToInt(rect.xMax * (float)width);
result.yMin = Mathf.RoundToInt((1f - rect.yMax) * (float)height);
result.yMax = Mathf.RoundToInt((1f - rect.yMin) * (float)height);
}
else
{
result.xMin = rect.xMin * (float)width;
result.xMax = rect.xMax * (float)width;
result.yMin = (1f - rect.yMax) * (float)height;
result.yMax = (1f - rect.yMin) * (float)height;
}
return result;
}
public static Rect MakePixelPerfect(Rect rect)
{
rect.xMin = Mathf.RoundToInt(rect.xMin);
rect.yMin = Mathf.RoundToInt(rect.yMin);
rect.xMax = Mathf.RoundToInt(rect.xMax);
rect.yMax = Mathf.RoundToInt(rect.yMax);
return rect;
}
public static Rect MakePixelPerfect(Rect rect, int width, int height)
{
rect = ConvertToPixels(rect, width, height, round: true);
rect.xMin = Mathf.RoundToInt(rect.xMin);
rect.yMin = Mathf.RoundToInt(rect.yMin);
rect.xMax = Mathf.RoundToInt(rect.xMax);
rect.yMax = Mathf.RoundToInt(rect.yMax);
return ConvertToTexCoords(rect, width, height);
}
public static Vector2 ConstrainRect(Vector2 minRect, Vector2 maxRect, Vector2 minArea, Vector2 maxArea)
{
Vector2 zero = Vector2.zero;
float num = maxRect.x - minRect.x;
float num2 = maxRect.y - minRect.y;
float num3 = maxArea.x - minArea.x;
float num4 = maxArea.y - minArea.y;
if (num > num3)
{
float num5 = num - num3;
minArea.x -= num5;
maxArea.x += num5;
}
if (num2 > num4)
{
float num6 = num2 - num4;
minArea.y -= num6;
maxArea.y += num6;
}
if (minRect.x < minArea.x)
{
zero.x += minArea.x - minRect.x;
}
if (maxRect.x > maxArea.x)
{
zero.x -= maxRect.x - maxArea.x;
}
if (minRect.y < minArea.y)
{
zero.y += minArea.y - minRect.y;
}
if (maxRect.y > maxArea.y)
{
zero.y -= maxRect.y - maxArea.y;
}
return zero;
}
public static Bounds CalculateAbsoluteWidgetBounds(Transform trans)
{
if (trans != null)
{
UIWidget[] componentsInChildren = trans.GetComponentsInChildren<UIWidget>();
if (componentsInChildren.Length == 0)
{
return new Bounds(trans.position, Vector3.zero);
}
Vector3 center = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
Vector3 point = new Vector3(float.MinValue, float.MinValue, float.MinValue);
int i = 0;
for (int num = componentsInChildren.Length; i < num; i++)
{
UIWidget uIWidget = componentsInChildren[i];
if (!uIWidget.enabled)
{
continue;
}
Vector3[] worldCorners = uIWidget.worldCorners;
for (int j = 0; j < 4; j++)
{
Vector3 vector = worldCorners[j];
if (vector.x > point.x)
{
point.x = vector.x;
}
if (vector.y > point.y)
{
point.y = vector.y;
}
if (vector.z > point.z)
{
point.z = vector.z;
}
if (vector.x < center.x)
{
center.x = vector.x;
}
if (vector.y < center.y)
{
center.y = vector.y;
}
if (vector.z < center.z)
{
center.z = vector.z;
}
}
}
Bounds result = new Bounds(center, Vector3.zero);
result.Encapsulate(point);
return result;
}
return new Bounds(Vector3.zero, Vector3.zero);
}
public static Bounds CalculateRelativeWidgetBounds(Transform trans)
{
return CalculateRelativeWidgetBounds(trans, trans, considerInactive: false);
}
public static Bounds CalculateRelativeWidgetBounds(Transform trans, bool considerInactive)
{
return CalculateRelativeWidgetBounds(trans, trans, considerInactive);
}
public static Bounds CalculateRelativeWidgetBounds(Transform relativeTo, Transform content)
{
return CalculateRelativeWidgetBounds(relativeTo, content, considerInactive: false);
}
public static Bounds CalculateRelativeWidgetBounds(Transform relativeTo, Transform content, bool considerInactive, bool considerChildren = true)
{
if (content != null && relativeTo != null)
{
bool isSet = false;
Matrix4x4 toLocal = relativeTo.worldToLocalMatrix;
Vector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
Vector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
CalculateRelativeWidgetBounds(content, considerInactive, isRoot: true, ref toLocal, ref vMin, ref vMax, ref isSet, considerChildren);
if (isSet)
{
Bounds result = new Bounds(vMin, Vector3.zero);
result.Encapsulate(vMax);
return result;
}
}
return new Bounds(Vector3.zero, Vector3.zero);
}
[DebuggerHidden]
[DebuggerStepThrough]
private static void CalculateRelativeWidgetBounds(Transform content, bool considerInactive, bool isRoot, ref Matrix4x4 toLocal, ref Vector3 vMin, ref Vector3 vMax, ref bool isSet, bool considerChildren)
{
if (content == null || (!considerInactive && !NGUITools.GetActive(content.gameObject)))
{
return;
}
UIPanel uIPanel = (isRoot ? null : content.GetComponent<UIPanel>());
if (uIPanel != null && !uIPanel.enabled)
{
return;
}
if (uIPanel != null && uIPanel.clipping != UIDrawCall.Clipping.None)
{
Vector3[] worldCorners = uIPanel.worldCorners;
for (int i = 0; i < 4; i++)
{
Vector3 vector = toLocal.MultiplyPoint3x4(worldCorners[i]);
if (vector.x > vMax.x)
{
vMax.x = vector.x;
}
if (vector.y > vMax.y)
{
vMax.y = vector.y;
}
if (vector.z > vMax.z)
{
vMax.z = vector.z;
}
if (vector.x < vMin.x)
{
vMin.x = vector.x;
}
if (vector.y < vMin.y)
{
vMin.y = vector.y;
}
if (vector.z < vMin.z)
{
vMin.z = vector.z;
}
isSet = true;
}
return;
}
UIWidget component = content.GetComponent<UIWidget>();
if (component != null && component.enabled)
{
Vector3[] worldCorners2 = component.worldCorners;
for (int j = 0; j < 4; j++)
{
Vector3 vector2 = toLocal.MultiplyPoint3x4(worldCorners2[j]);
if (vector2.x > vMax.x)
{
vMax.x = vector2.x;
}
if (vector2.y > vMax.y)
{
vMax.y = vector2.y;
}
if (vector2.z > vMax.z)
{
vMax.z = vector2.z;
}
if (vector2.x < vMin.x)
{
vMin.x = vector2.x;
}
if (vector2.y < vMin.y)
{
vMin.y = vector2.y;
}
if (vector2.z < vMin.z)
{
vMin.z = vector2.z;
}
isSet = true;
}
if (!considerChildren)
{
return;
}
}
int k = 0;
for (int childCount = content.childCount; k < childCount; k++)
{
CalculateRelativeWidgetBounds(content.GetChild(k), considerInactive, isRoot: false, ref toLocal, ref vMin, ref vMax, ref isSet, considerChildren: true);
}
}
public static Vector3 SpringDampen(ref Vector3 velocity, float strength, float deltaTime)
{
if (deltaTime > 1f)
{
deltaTime = 1f;
}
float f = 1f - strength * 0.001f;
int num = Mathf.RoundToInt(deltaTime * 1000f);
float num2 = Mathf.Pow(f, num);
Vector3 vector = velocity * ((num2 - 1f) / Mathf.Log(f));
velocity *= num2;
return vector * 0.06f;
}
public static Vector2 SpringDampen(ref Vector2 velocity, float strength, float deltaTime)
{
if (deltaTime > 1f)
{
deltaTime = 1f;
}
float f = 1f - strength * 0.001f;
int num = Mathf.RoundToInt(deltaTime * 1000f);
float num2 = Mathf.Pow(f, num);
Vector2 vector = velocity * ((num2 - 1f) / Mathf.Log(f));
velocity *= num2;
return vector * 0.06f;
}
public static float SpringLerp(float strength, float deltaTime)
{
if (deltaTime > 1f)
{
deltaTime = 1f;
}
int num = Mathf.RoundToInt(deltaTime * 1000f);
deltaTime = 0.001f * strength;
float num2 = 0f;
for (int i = 0; i < num; i++)
{
num2 = Mathf.Lerp(num2, 1f, deltaTime);
}
return num2;
}
public static float SpringLerp(float from, float to, float strength, float deltaTime)
{
if (deltaTime > 1f)
{
deltaTime = 1f;
}
int num = Mathf.RoundToInt(deltaTime * 1000f);
deltaTime = 0.001f * strength;
for (int i = 0; i < num; i++)
{
from = Mathf.Lerp(from, to, deltaTime);
}
return from;
}
public static Vector2 SpringLerp(Vector2 from, Vector2 to, float strength, float deltaTime)
{
return Vector2.Lerp(from, to, SpringLerp(strength, deltaTime));
}
public static Vector3 SpringLerp(Vector3 from, Vector3 to, float strength, float deltaTime)
{
return Vector3.Lerp(from, to, SpringLerp(strength, deltaTime));
}
public static Quaternion SpringLerp(Quaternion from, Quaternion to, float strength, float deltaTime)
{
return Quaternion.Slerp(from, to, SpringLerp(strength, deltaTime));
}
public static float RotateTowards(float from, float to, float maxAngle)
{
float num = WrapAngle(to - from);
if (Mathf.Abs(num) > maxAngle)
{
num = maxAngle * Mathf.Sign(num);
}
return from + num;
}
private static float DistancePointToLineSegment(Vector2 point, Vector2 a, Vector2 b)
{
float sqrMagnitude = (b - a).sqrMagnitude;
if (sqrMagnitude == 0f)
{
return (point - a).magnitude;
}
float num = Vector2.Dot(point - a, b - a) / sqrMagnitude;
if (num < 0f)
{
return (point - a).magnitude;
}
if (num > 1f)
{
return (point - b).magnitude;
}
Vector2 vector = a + num * (b - a);
return (point - vector).magnitude;
}
public static float DistanceToRectangle(Vector2[] screenPoints, Vector2 mousePos)
{
bool flag = false;
int val = 4;
for (int i = 0; i < 5; i++)
{
Vector3 vector = screenPoints[RepeatIndex(i, 4)];
Vector3 vector2 = screenPoints[RepeatIndex(val, 4)];
if (vector.y > mousePos.y != vector2.y > mousePos.y && mousePos.x < (vector2.x - vector.x) * (mousePos.y - vector.y) / (vector2.y - vector.y) + vector.x)
{
flag = !flag;
}
val = i;
}
if (!flag)
{
float num = -1f;
for (int j = 0; j < 4; j++)
{
Vector3 vector3 = screenPoints[j];
Vector3 vector4 = screenPoints[RepeatIndex(j + 1, 4)];
float num2 = DistancePointToLineSegment(mousePos, vector3, vector4);
if (num2 < num || num < 0f)
{
num = num2;
}
}
return num;
}
return 0f;
}
public static float DistanceToRectangle(Vector3[] worldPoints, Vector2 mousePos, Camera cam)
{
Vector2[] array = new Vector2[4];
for (int i = 0; i < 4; i++)
{
array[i] = cam.WorldToScreenPoint(worldPoints[i]);
}
return DistanceToRectangle(array, mousePos);
}
public static Vector2 GetPivotOffset(UIWidget.Pivot pv)
{
Vector2 zero = Vector2.zero;
switch (pv)
{
case UIWidget.Pivot.Top:
case UIWidget.Pivot.Center:
case UIWidget.Pivot.Bottom:
zero.x = 0.5f;
break;
case UIWidget.Pivot.TopRight:
case UIWidget.Pivot.Right:
case UIWidget.Pivot.BottomRight:
zero.x = 1f;
break;
default:
zero.x = 0f;
break;
}
switch (pv)
{
case UIWidget.Pivot.Left:
case UIWidget.Pivot.Center:
case UIWidget.Pivot.Right:
zero.y = 0.5f;
break;
case UIWidget.Pivot.TopLeft:
case UIWidget.Pivot.Top:
case UIWidget.Pivot.TopRight:
zero.y = 1f;
break;
default:
zero.y = 0f;
break;
}
return zero;
}
public static UIWidget.Pivot GetPivot(Vector2 offset)
{
if (offset.x == 0f)
{
if (offset.y == 0f)
{
return UIWidget.Pivot.BottomLeft;
}
if (offset.y == 1f)
{
return UIWidget.Pivot.TopLeft;
}
return UIWidget.Pivot.Left;
}
if (offset.x == 1f)
{
if (offset.y == 0f)
{
return UIWidget.Pivot.BottomRight;
}
if (offset.y == 1f)
{
return UIWidget.Pivot.TopRight;
}
return UIWidget.Pivot.Right;
}
if (offset.y == 0f)
{
return UIWidget.Pivot.Bottom;
}
if (offset.y == 1f)
{
return UIWidget.Pivot.Top;
}
return UIWidget.Pivot.Center;
}
public static void MoveWidget(UIRect w, float x, float y)
{
MoveRect(w, x, y);
}
public static void MoveRect(UIRect rect, float x, float y)
{
int num = Mathf.FloorToInt(x + 0.5f);
int num2 = Mathf.FloorToInt(y + 0.5f);
rect.cachedTransform.localPosition += new Vector3(num, num2);
int num3 = 0;
if ((bool)rect.leftAnchor.target)
{
num3++;
rect.leftAnchor.absolute += num;
}
if ((bool)rect.rightAnchor.target)
{
num3++;
rect.rightAnchor.absolute += num;
}
if ((bool)rect.bottomAnchor.target)
{
num3++;
rect.bottomAnchor.absolute += num2;
}
if ((bool)rect.topAnchor.target)
{
num3++;
rect.topAnchor.absolute += num2;
}
if (num3 != 0)
{
rect.UpdateAnchors();
}
}
public static void ResizeWidget(UIWidget w, UIWidget.Pivot pivot, float x, float y, int minWidth, int minHeight)
{
ResizeWidget(w, pivot, x, y, 2, 2, 100000, 100000);
}
public static void ResizeWidget(UIWidget w, UIWidget.Pivot pivot, float x, float y, int minWidth, int minHeight, int maxWidth, int maxHeight)
{
if (pivot == UIWidget.Pivot.Center)
{
int num = Mathf.RoundToInt(x - (float)w.width);
int num2 = Mathf.RoundToInt(y - (float)w.height);
num -= num & 1;
num2 -= num2 & 1;
if ((num | num2) != 0)
{
num >>= 1;
num2 >>= 1;
AdjustWidget(w, -num, -num2, num, num2, minWidth, minHeight);
}
return;
}
Vector3 vector = new Vector3(x, y);
vector = Quaternion.Inverse(w.cachedTransform.localRotation) * vector;
switch (pivot)
{
case UIWidget.Pivot.BottomLeft:
AdjustWidget(w, vector.x, vector.y, 0f, 0f, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.Left:
AdjustWidget(w, vector.x, 0f, 0f, 0f, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.TopLeft:
AdjustWidget(w, vector.x, 0f, 0f, vector.y, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.Top:
AdjustWidget(w, 0f, 0f, 0f, vector.y, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.TopRight:
AdjustWidget(w, 0f, 0f, vector.x, vector.y, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.Right:
AdjustWidget(w, 0f, 0f, vector.x, 0f, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.BottomRight:
AdjustWidget(w, 0f, vector.y, vector.x, 0f, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.Bottom:
AdjustWidget(w, 0f, vector.y, 0f, 0f, minWidth, minHeight, maxWidth, maxHeight);
break;
case UIWidget.Pivot.Center:
break;
}
}
public static void AdjustWidget(UIWidget w, float left, float bottom, float right, float top)
{
AdjustWidget(w, left, bottom, right, top, 2, 2, 100000, 100000);
}
public static void AdjustWidget(UIWidget w, float left, float bottom, float right, float top, int minWidth, int minHeight)
{
AdjustWidget(w, left, bottom, right, top, minWidth, minHeight, 100000, 100000);
}
public static void AdjustWidget(UIWidget w, float left, float bottom, float right, float top, int minWidth, int minHeight, int maxWidth, int maxHeight)
{
Vector2 pivotOffset = w.pivotOffset;
Transform cachedTransform = w.cachedTransform;
Quaternion localRotation = cachedTransform.localRotation;
int num = Mathf.FloorToInt(left + 0.5f);
int num2 = Mathf.FloorToInt(bottom + 0.5f);
int num3 = Mathf.FloorToInt(right + 0.5f);
int num4 = Mathf.FloorToInt(top + 0.5f);
if (pivotOffset.x == 0.5f && (num == 0 || num3 == 0))
{
num = num >> 1 << 1;
num3 = num3 >> 1 << 1;
}
if (pivotOffset.y == 0.5f && (num2 == 0 || num4 == 0))
{
num2 = num2 >> 1 << 1;
num4 = num4 >> 1 << 1;
}
Vector3 vector = localRotation * new Vector3(num, num4);
Vector3 vector2 = localRotation * new Vector3(num3, num4);
Vector3 vector3 = localRotation * new Vector3(num, num2);
Vector3 vector4 = localRotation * new Vector3(num3, num2);
Vector3 vector5 = localRotation * new Vector3(num, 0f);
Vector3 vector6 = localRotation * new Vector3(num3, 0f);
Vector3 vector7 = localRotation * new Vector3(0f, num4);
Vector3 vector8 = localRotation * new Vector3(0f, num2);
Vector3 zero = Vector3.zero;
if (pivotOffset.x == 0f && pivotOffset.y == 1f)
{
zero.x = vector.x;
zero.y = vector.y;
}
else if (pivotOffset.x == 1f && pivotOffset.y == 0f)
{
zero.x = vector4.x;
zero.y = vector4.y;
}
else if (pivotOffset.x == 0f && pivotOffset.y == 0f)
{
zero.x = vector3.x;
zero.y = vector3.y;
}
else if (pivotOffset.x == 1f && pivotOffset.y == 1f)
{
zero.x = vector2.x;
zero.y = vector2.y;
}
else if (pivotOffset.x == 0f && pivotOffset.y == 0.5f)
{
zero.x = vector5.x + (vector7.x + vector8.x) * 0.5f;
zero.y = vector5.y + (vector7.y + vector8.y) * 0.5f;
}
else if (pivotOffset.x == 1f && pivotOffset.y == 0.5f)
{
zero.x = vector6.x + (vector7.x + vector8.x) * 0.5f;
zero.y = vector6.y + (vector7.y + vector8.y) * 0.5f;
}
else if (pivotOffset.x == 0.5f && pivotOffset.y == 1f)
{
zero.x = vector7.x + (vector5.x + vector6.x) * 0.5f;
zero.y = vector7.y + (vector5.y + vector6.y) * 0.5f;
}
else if (pivotOffset.x == 0.5f && pivotOffset.y == 0f)
{
zero.x = vector8.x + (vector5.x + vector6.x) * 0.5f;
zero.y = vector8.y + (vector5.y + vector6.y) * 0.5f;
}
else if (pivotOffset.x == 0.5f && pivotOffset.y == 0.5f)
{
zero.x = (vector5.x + vector6.x + vector7.x + vector8.x) * 0.5f;
zero.y = (vector7.y + vector8.y + vector5.y + vector6.y) * 0.5f;
}
minWidth = Mathf.Max(minWidth, w.minWidth);
minHeight = Mathf.Max(minHeight, w.minHeight);
int num5 = w.width + num3 - num;
int num6 = w.height + num4 - num2;
Vector3 zero2 = Vector3.zero;
int num7 = num5;
if (num5 < minWidth)
{
num7 = minWidth;
}
else if (num5 > maxWidth)
{
num7 = maxWidth;
}
if (num5 != num7)
{
if (num != 0)
{
zero2.x -= Mathf.Lerp(num7 - num5, 0f, pivotOffset.x);
}
else
{
zero2.x += Mathf.Lerp(0f, num7 - num5, pivotOffset.x);
}
num5 = num7;
}
int num8 = num6;
if (num6 < minHeight)
{
num8 = minHeight;
}
else if (num6 > maxHeight)
{
num8 = maxHeight;
}
if (num6 != num8)
{
if (num2 != 0)
{
zero2.y -= Mathf.Lerp(num8 - num6, 0f, pivotOffset.y);
}
else
{
zero2.y += Mathf.Lerp(0f, num8 - num6, pivotOffset.y);
}
num6 = num8;
}
if (pivotOffset.x == 0.5f)
{
num5 = num5 >> 1 << 1;
}
if (pivotOffset.y == 0.5f)
{
num6 = num6 >> 1 << 1;
}
Vector3 vector9 = (cachedTransform.localPosition = cachedTransform.localPosition + zero + localRotation * zero2);
w.SetDimensions(num5, num6);
if (w.isAnchored)
{
cachedTransform = cachedTransform.parent;
float num9 = vector9.x - pivotOffset.x * (float)num5;
float num10 = vector9.y - pivotOffset.y * (float)num6;
if ((bool)w.leftAnchor.target)
{
w.leftAnchor.SetHorizontal(cachedTransform, num9);
}
if ((bool)w.rightAnchor.target)
{
w.rightAnchor.SetHorizontal(cachedTransform, num9 + (float)num5);
}
if ((bool)w.bottomAnchor.target)
{
w.bottomAnchor.SetVertical(cachedTransform, num10);
}
if ((bool)w.topAnchor.target)
{
w.topAnchor.SetVertical(cachedTransform, num10 + (float)num6);
}
}
}
public static int AdjustByDPI(float height)
{
float num = Screen.dpi;
RuntimePlatform platform = Application.platform;
if (num == 0f)
{
num = ((platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer) ? 160f : 96f);
}
int num2 = Mathf.RoundToInt(height * (96f / num));
if ((num2 & 1) == 1)
{
num2++;
}
return num2;
}
public static Vector2 ScreenToPixels(Vector2 pos, Transform relativeTo)
{
Camera camera = NGUITools.FindCameraForLayer(relativeTo.gameObject.layer);
if (camera == null)
{
return pos;
}
Vector3 position = camera.ScreenToWorldPoint(pos);
return relativeTo.InverseTransformPoint(position);
}
public static Vector2 ScreenToParentPixels(Vector2 pos, Transform relativeTo)
{
int layer = relativeTo.gameObject.layer;
if (relativeTo.parent != null)
{
relativeTo = relativeTo.parent;
}
Camera camera = NGUITools.FindCameraForLayer(layer);
if (camera == null)
{
return pos;
}
Vector3 vector = camera.ScreenToWorldPoint(pos);
return (relativeTo != null) ? relativeTo.InverseTransformPoint(vector) : vector;
}
public static Vector3 WorldToLocalPoint(Vector3 worldPos, Camera worldCam, Camera uiCam, Transform relativeTo)
{
worldPos = worldCam.WorldToViewportPoint(worldPos);
worldPos = uiCam.ViewportToWorldPoint(worldPos);
if (relativeTo == null)
{
return worldPos;
}
relativeTo = relativeTo.parent;
if (relativeTo == null)
{
return worldPos;
}
return relativeTo.InverseTransformPoint(worldPos);
}
public static void OverlayPosition(this Transform trans, Vector3 worldPos, Camera worldCam, Camera myCam)
{
worldPos = worldCam.WorldToViewportPoint(worldPos);
worldPos = myCam.ViewportToWorldPoint(worldPos);
Transform parent = trans.parent;
trans.localPosition = ((parent != null) ? parent.InverseTransformPoint(worldPos) : worldPos);
}
public static void OverlayPosition(this Transform trans, Vector3 worldPos, Camera worldCam)
{
Camera camera = NGUITools.FindCameraForLayer(trans.gameObject.layer);
if (camera != null)
{
trans.OverlayPosition(worldPos, worldCam, camera);
}
}
public static void OverlayPosition(this Transform trans, Transform target)
{
Camera camera = NGUITools.FindCameraForLayer(trans.gameObject.layer);
Camera camera2 = NGUITools.FindCameraForLayer(target.gameObject.layer);
if (camera != null && camera2 != null)
{
trans.OverlayPosition(target.position, camera2, camera);
}
}
}