public static void SetYureState(Maid maid, int slotNo, bool state) { bool flag = !maid; if (!flag) { bool flag2 = slotNo == -2 || slotNo == -1; if (!flag2) { bool flag3 = maid.body0.goSlot[slotNo].obj == null; if (!flag3) { TBoneHair_ bonehair = maid.body0.goSlot[slotNo].bonehair; YureUtil.fi_m_bEnable.SetValue(bonehair, state); TBodySkin tbodySkin = maid.body0.goSlot[slotNo]; DynamicBone component = maid.body0.goSlot[slotNo].obj.GetComponent <DynamicBone>(); DynamicSkirtBone component2 = maid.body0.goSlot[slotNo].obj.GetComponent <DynamicSkirtBone>(); BoneHair3 bonehair2 = tbodySkin.bonehair3; bool flag4 = component; if (flag4) { Dictionary <Transform, Vector3> dictionary = new Dictionary <Transform, Vector3>(); Dictionary <Transform, Quaternion> dictionary2 = new Dictionary <Transform, Quaternion>(); Dictionary <Transform, Vector3> dictionary3 = new Dictionary <Transform, Vector3>(); foreach (DynamicBone.Particle particle in component.m_Particles) { dictionary[particle.m_Transform] = particle.m_Transform.localPosition; dictionary2[particle.m_Transform] = particle.m_Transform.localRotation; dictionary3[particle.m_Transform] = particle.m_Transform.localScale; } component.enabled = state; foreach (DynamicBone.Particle particle2 in component.m_Particles) { particle2.m_Transform.localPosition = dictionary[particle2.m_Transform]; particle2.m_Transform.localRotation = dictionary2[particle2.m_Transform]; particle2.m_Transform.localScale = dictionary3[particle2.m_Transform]; } } bool flag5 = component2; if (flag5) { component2.enabled = state; if (state) { YureUtil.fi_m_SkirtBone.SetValue(bonehair2, component2); } else { YureUtil.fi_m_SkirtBone.SetValue(bonehair2, null); } } } } } }
public static bool GetYureState(Maid maid, int slotNo) { bool flag = !maid; bool result; if (flag) { result = false; } else { bool flag2 = slotNo == -2 || slotNo == -1; if (flag2) { result = false; } else { bool flag3 = maid.body0.goSlot[slotNo].obj == null; if (flag3) { result = false; } else { TBoneHair_ bonehair = maid.body0.goSlot[slotNo].bonehair; bool flag4 = (bool)YureUtil.fi_m_bEnable.GetValue(bonehair); TBodySkin tbodySkin = maid.body0.goSlot[slotNo]; DynamicBone component = maid.body0.goSlot[slotNo].obj.GetComponent <DynamicBone>(); DynamicSkirtBone component2 = maid.body0.goSlot[slotNo].obj.GetComponent <DynamicSkirtBone>(); BoneHair3 bonehair2 = tbodySkin.bonehair3; flag4 = (flag4 || (component && component.enabled) || (bonehair2 != null && YureUtil.fi_m_SkirtBone.GetValue(bonehair2) != null)); result = flag4; } } } return(result); }