private void OpenState(StateContext state) { m_havreMap.SetInteractable(value: false); StateLayer val = default(StateLayer); StateLayer val2 = default(StateLayer); if (StateManager.TryGetLayer("OptionUI", ref val) && val.HasChildState() && val.GetChildState().HasChildState()) { m_havreMap.SetInteractable(value: true); } else if (StateManager.TryGetLayer("PlayerUI", ref val2)) { if (val2.HasChildState() && val2.GetChildState().HasChildState()) { m_havreMap.SetInteractable(value: true); return; } StateManager.SetActiveInputLayer(val2); val2.GetChainEnd().SetChildState(state, 0); } }