// Token: 0x06004D68 RID: 19816 RVA: 0x00133DB0 File Offset: 0x00131FB0
    public override void OnFill(NGUI.Meshing.MeshBuffer m)
    {
        if (this.mOuterUV == this.mInnerUV)
        {
            base.OnFill(m);
            return;
        }
        NGUI.Structures.float3 @float = default(NGUI.Structures.float3);
        @float.xyz = base.cachedTransform.localScale;
        Vector4 vector;

        vector.x = this.mOuterUV.xMin;
        vector.y = this.mInnerUV.xMin;
        vector.z = this.mInnerUV.xMax;
        vector.w = this.mOuterUV.xMax;
        Vector4 vector2;

        vector2.x = this.mOuterUV.yMin;
        vector2.y = this.mInnerUV.yMin;
        vector2.z = this.mInnerUV.yMax;
        vector2.w = this.mOuterUV.yMax;
        NGUI.Structures.NineRectangle nineRectangle;
        NGUI.Structures.NineRectangle nineRectangle2;
        NGUI.Structures.NineRectangle.Calculate(base.pivot, base.atlas.pixelSize, base.mainTexture, ref vector, ref vector2, ref @float.xy, out nineRectangle, out nineRectangle2);
        Color color = base.color;

        if (this.mFillCenter)
        {
            NGUI.Structures.NineRectangle.Fill9(ref nineRectangle, ref nineRectangle2, ref color, m);
        }
        else
        {
            NGUI.Structures.NineRectangle.Fill8(ref nineRectangle, ref nineRectangle2, ref color, m);
        }
    }
    // Token: 0x06002B1E RID: 11038 RVA: 0x000A0038 File Offset: 0x0009E238
    public override void OnFill(NGUI.Meshing.MeshBuffer m)
    {
        float num       = this._degreesOfRotation * 0.0174532924f;
        float num2      = this._sliceDegrees * 0.0174532924f;
        float sliceFill = this._sliceFill;
        int   num3      = this.slices + 1;
        float num4      = (num - num2 * (float)this.slices) * sliceFill;
        float num5      = num4 / (float)num3;
        float num6      = num4 / 6.28318548f;
        float num7      = (num - num4) / (float)num3;

        NGUI.Structures.float3 @float = default(NGUI.Structures.float3);
        @float.xyz = base.cachedTransform.localScale;
        float num8 = (@float.x >= @float.y) ? @float.x : @float.y;

        @float.xy.x = 3.14159274f * num8 / (float)num3 * num6;
        @float.xy.y = num8 * (this.outerRadius * 0.5f);
        Vector4 vector;

        vector.x = this.mOuterUV.xMin;
        vector.y = this.mInnerUV.xMin;
        vector.z = this.mInnerUV.xMax;
        vector.w = this.mOuterUV.xMax;
        Vector4 vector2;

        vector2.x = this.mOuterUV.yMin;
        vector2.y = this.mInnerUV.yMin;
        vector2.z = this.mInnerUV.yMax;
        vector2.w = this.mOuterUV.yMax;
        NGUI.Structures.NineRectangle nineRectangle;
        NGUI.Structures.NineRectangle nineRectangle2;
        NGUI.Structures.NineRectangle.Calculate(global::UIWidget.Pivot.Center, base.atlas.pixelSize, base.mainTexture, ref vector, ref vector2, ref @float.xy, out nineRectangle, out nineRectangle2);
        if (this.innerRadius > 0f && !Mathf.Approximately(nineRectangle.zz.x - nineRectangle.yy.x, 0f))
        {
            @float.xy.x = 3.14159274f * num8 * this.innerRadius / (float)num3 * num6;
            NGUI.Structures.NineRectangle nineRectangle3;
            NGUI.Structures.NineRectangle nineRectangle4;
            NGUI.Structures.NineRectangle.Calculate(global::UIWidget.Pivot.Center, base.atlas.pixelSize, base.mainTexture, ref vector, ref vector2, ref @float.xy, out nineRectangle3, out nineRectangle4);
            float num9 = (nineRectangle.yy.x + nineRectangle.zz.x) * 0.5f;
            if (nineRectangle3.yy.x > num9)
            {
                float num10 = (nineRectangle3.yy.x - num9) / (nineRectangle.ww.x - num9);
                if (num10 >= 1f)
                {
                    nineRectangle3.xx.x = nineRectangle.xx.x;
                    nineRectangle3.xx.y = nineRectangle.xx.y;
                    nineRectangle3.yy.x = nineRectangle.yy.x;
                    nineRectangle3.yy.y = nineRectangle.yy.y;
                    nineRectangle3.zz.x = nineRectangle.zz.x;
                    nineRectangle3.zz.y = nineRectangle.zz.y;
                    nineRectangle3.ww.x = nineRectangle.ww.x;
                    nineRectangle3.ww.y = nineRectangle.ww.y;
                    nineRectangle4.xx.x = nineRectangle2.xx.x;
                    nineRectangle4.xx.y = nineRectangle2.xx.y;
                    nineRectangle4.yy.x = nineRectangle2.yy.x;
                    nineRectangle4.yy.y = nineRectangle2.yy.y;
                    nineRectangle4.zz.x = nineRectangle2.zz.x;
                    nineRectangle4.zz.y = nineRectangle2.zz.y;
                    nineRectangle4.ww.x = nineRectangle2.ww.x;
                    nineRectangle4.ww.y = nineRectangle2.ww.y;
                }
                else
                {
                    float num11 = 1f - num10;
                    nineRectangle3.xx.y = nineRectangle.xx.y * num10 + nineRectangle3.xx.y * num11;
                    nineRectangle3.yy.x = nineRectangle.yy.x * num10 + 0.5f * num11;
                    nineRectangle3.yy.y = nineRectangle.yy.y * num10 + nineRectangle3.yy.y * num11;
                    nineRectangle3.zz.x = nineRectangle.zz.x * num10 + 0.5f * num11;
                    nineRectangle3.zz.y = nineRectangle.zz.y * num10 + nineRectangle3.zz.y * num11;
                    nineRectangle3.ww.y = nineRectangle.ww.y * num10 + nineRectangle3.ww.y * num11;
                    nineRectangle3.ww.x = nineRectangle.ww.x;
                    nineRectangle3.xx.x = nineRectangle.xx.x;
                }
            }
        }
        else
        {
            NGUI.Structures.NineRectangle nineRectangle3;
            nineRectangle3.xx.x = nineRectangle.xx.x;
            nineRectangle3.xx.y = nineRectangle.xx.y;
            nineRectangle3.yy.x = nineRectangle.yy.x;
            nineRectangle3.yy.y = nineRectangle.yy.y;
            nineRectangle3.zz.x = nineRectangle.zz.x;
            nineRectangle3.zz.y = nineRectangle.zz.y;
            nineRectangle3.ww.x = nineRectangle.ww.x;
            nineRectangle3.ww.y = nineRectangle.ww.y;
            NGUI.Structures.NineRectangle nineRectangle4;
            nineRectangle4.xx.x = nineRectangle2.xx.x;
            nineRectangle4.xx.y = nineRectangle2.xx.y;
            nineRectangle4.yy.x = nineRectangle2.yy.x;
            nineRectangle4.yy.y = nineRectangle2.yy.y;
            nineRectangle4.zz.x = nineRectangle2.zz.x;
            nineRectangle4.zz.y = nineRectangle2.zz.y;
            nineRectangle4.ww.x = nineRectangle2.ww.x;
            nineRectangle4.ww.y = nineRectangle2.ww.y;
        }
        float num12 = Mathf.Abs(nineRectangle.ww.x - nineRectangle.xx.x);
        float num13 = num5 / num12;

        if (num2 > 0f)
        {
            num12 += num2 / num13;
            num13  = num5 / num12;
        }
        float num14 = this.innerRadius * 0.5f;
        float num15 = this.outerRadius * 0.5f;
        float num16 = Mathf.Min(nineRectangle.xx.y, nineRectangle.ww.y);
        float num17 = Mathf.Max(nineRectangle.ww.y, nineRectangle.xx.y) - num16;
        Color color = base.color;
        int   num18 = m.vSize;
        float num19 = num7 + num5;
        float num20 = num7 * -0.5f + (this._facialRotationOffset * 0.5f + 0.5f) * num5 + this._addDegrees * 0.0174532924f;

        for (;;)
        {
            NGUI.Meshing.Vertex[] v = m.v;
            int vSize = m.vSize;
            for (int i = num18; i < vSize; i++)
            {
                float num21 = num14 + (v[i].y - num16) / num17 * num15;
                float num22 = v[i].x * num13 + num20;
                v[i].x = 0.5f + Mathf.Sin(num22) * num21;
                v[i].y = -0.5f + Mathf.Cos(num22) * num21;
            }
            if (--num3 <= 0)
            {
                break;
            }
            num20 += num19;
            num18  = vSize;
        }
    }