private void OnDrag(InputManager.TouchInfo touch_info) { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Unknown result type (might be due to invalid IL or missing references) if (!(loader == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable() && MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSectionName() == nowSectionName) { loader.get_transform().Rotate(GameDefine.GetCharaRotateVector(touch_info)); } }
private void OnDrag(GameObject obj, Vector2 move) { //IL_0041: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Unknown result type (might be due to invalid IL or missing references) if (!(playerLoader == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable() && !(MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSectionName() != "ProfileTop")) { playerLoader.get_transform().Rotate(GameDefine.GetCharaRotateVector(move)); } }
private void OnDrag(InputManager.TouchInfo touch_info) { //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0059: Unknown result type (might be due to invalid IL or missing references) if (!(playerLoader == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable()) { string currentSectionName = MonoBehaviourSingleton <GameSceneManager> .I.GetCurrentSectionName(); if (!(currentSectionName != "StatusTop") || !(currentSectionName != "StatusAvatar")) { playerLoader.get_transform().Rotate(GameDefine.GetCharaRotateVector(touch_info)); } } }
private void OnDrag(GameObject obj, Vector2 delta) { //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Expected O, but got Unknown //IL_0049: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) if (!(enemyModelRenderTexture == null) && !MonoBehaviourSingleton <UIManager> .I.IsDisable()) { foreach (Transform item in enemyModelRenderTexture.GetModelTransform().get_parent()) { Transform val = item; val.Rotate(GameDefine.GetCharaRotateVector(delta)); } } }