// Token: 0x06004A06 RID: 18950 RVA: 0x0011CF1C File Offset: 0x0011B11C private void RepositionVariableSize(List <Transform> children) { float num = 0f; float num2 = 0f; int num3 = (this.columns <= 0) ? 1 : (children.Count / this.columns + 1); int num4 = (this.columns <= 0) ? children.Count : this.columns; global::AABBox[,] array = new global::AABBox[num3, num4]; global::AABBox[] array2 = new global::AABBox[num4]; global::AABBox[] array3 = new global::AABBox[num3]; int num5 = 0; int num6 = 0; int i = 0; int count = children.Count; while (i < count) { Transform transform = children[i]; global::AABBox aabbox = global::NGUIMath.CalculateRelativeWidgetBounds(transform); Vector3 localScale = transform.localScale; aabbox.SetMinMax(Vector3.Scale(aabbox.min, localScale), Vector3.Scale(aabbox.max, localScale)); array[num6, num5] = aabbox; array2[num5].Encapsulate(aabbox); array3[num6].Encapsulate(aabbox); if (++num5 >= this.columns && this.columns > 0) { num5 = 0; num6++; } i++; } num5 = 0; num6 = 0; int j = 0; int count2 = children.Count; while (j < count2) { Transform transform2 = children[j]; global::AABBox aabbox2 = array[num6, num5]; global::AABBox aabbox3 = array2[num5]; global::AABBox aabbox4 = array3[num6]; Vector3 localPosition = transform2.localPosition; Vector3 min = aabbox2.min; Vector3 max = aabbox2.max; Vector3 vector = aabbox2.size * 0.5f; Vector3 center = aabbox2.center; Vector3 min2 = aabbox4.min; Vector3 max2 = aabbox4.max; Vector3 min3 = aabbox3.min; localPosition.x = num + vector.x - center.x; localPosition.x += min.x - min3.x + this.padding.x; if (this.direction == global::UITable.Direction.Down) { localPosition.y = -num2 - vector.y - center.y; localPosition.y += (max.y - min.y - max2.y + min2.y) * 0.5f - this.padding.y; } else { localPosition.y = num2 + vector.y - center.y; localPosition.y += (max.y - min.y - max2.y + min2.y) * 0.5f - this.padding.y; } num += min3.x - min3.x + this.padding.x * 2f; transform2.localPosition = localPosition; if (++num5 >= this.columns && this.columns > 0) { num5 = 0; num6++; num = 0f; num2 += vector.y * 2f + this.padding.y * 2f; } j++; } }