public void HideElements()
 {
     foreach (GameObject item in OptionsTable.GetChildren())
     {
         if (!Blueprints.Contains(item))
         {
             UIWidget widget = item.GetOrAddComponent <UIWidget>();
             widget.alpha = 0;
         }
     }
 }
        public void ResetAnimations()
        {
            List <UIExFancyFadeIn> fades = new List <UIExFancyFadeIn>();

            foreach (GameObject item in OptionsTable.GetChildren())
            {
                if (!Blueprints.Contains(item))
                {
                    UIExFancyFadeIn fade = item.GetOrAddComponent <UIExFancyFadeIn>();
                    fades.Add(fade);
                }
            }

            Vector2 min = float.MinValue.ToVector2();
            Vector2 max = float.MaxValue.ToVector2();

            foreach (UIExFancyFadeIn fade in fades)
            {
                UIWidget widget      = fade.GetComponent <UIWidget>();
                Vector2  worldCenter = widget.worldCenter;

                min = Vector2.Max(min, worldCenter);
                max = Vector2.Min(max, worldCenter);
            }

            foreach (UIExFancyFadeIn fade in fades)
            {
                UIWidget widget = fade.GetComponent <UIWidget>();

                Vector2 worldCenter = widget.worldCenter;
                float   num         = 1 - Mathf.InverseLerp(max.y, min.y, worldCenter.y);

                fade.offset_   = new Vector3(MenuFade.offset_, 0);
                fade.duration_ = MenuFade.duration_;
                fade.delay_    = num * MenuFade.delay_;

                fade.offset_.x *= -1;

                fade.initialAlpha_ = 1;
                widget.alpha       = 1;

                fade.Init();
            }
        }