public void initialize(GameLogic.ChestType chestType)
        {
            this.ChestType = chestType;
            ChestBlueprint blueprint = ConfigUi.CHEST_BLUEPRINTS[chestType];
            LootTable      table     = GameLogic.Binder.ItemResources.getDynamicChestLootTable(chestType);
            List <Item>    list      = new List <Item>(table.Items.Count);

            for (int i = 0; i < table.Items.Count; i++)
            {
                LootTableItem item = table.Items[i];
                if (!GameLogic.Binder.ItemResources.itemExists(item.Id))
                {
                    Debug.LogError("Only fixed item visualization supported for chests: " + item.Id);
                }
                else
                {
                    Item item2 = GameLogic.Binder.ItemResources.getItemForLootTableRollId(item.Id, ItemType.UNSPECIFIED);
                    list.Add(item2);
                }
            }
            list.Sort(this.m_chestContentComparer);
            for (int j = 0; j < list.Count; j++)
            {
                Item             item3  = list[j];
                SpriteAtlasEntry sprite = new SpriteAtlasEntry("Menu", item3.SpriteId);
                this.addItemToGrid(item3, item3.Rarity, sprite);
            }
            this.Title.text = _.L(blueprint.Name, null, false);
            this.setupChest(chestType);
        }
        private void setupChest(GameLogic.ChestType chestType)
        {
            ChestBlueprint blueprint = ConfigUi.CHEST_BLUEPRINTS[chestType];

            RewardGalleryCell.Content content2 = new RewardGalleryCell.Content();
            content2.Sprite = blueprint.Icon;
            RewardGalleryCell.Content content = content2;
            RewardGalleryCell         item    = PlayerView.Binder.RewardGalleryCellPool.getObject(RewardGalleryCellType.RewardGalleryCellFazer);

            RectTransformExtensions.SetSize(item.RectTm, new Vector2(300f, 300f));
            item.transform.SetParent(this.ChestRoot, false);
            item.initialize(content, null);
            this.m_rewardGalleryCells.Add(item);
            item.gameObject.SetActive(true);
        }