public void ShowCursor() { if (!(null == m_cursor)) { m_cursor.Show(); } }
public void BeginHighlightingPlayableCharacters(IMap map, IMapEntityProvider entityProvider) { //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0026: Unknown result type (might be due to invalid IL or missing references) //IL_0036: Unknown result type (might be due to invalid IL or missing references) //IL_003b: Unknown result type (might be due to invalid IL or missing references) //IL_0040: Unknown result type (might be due to invalid IL or missing references) //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Unknown result type (might be due to invalid IL or missing references) //IL_009c: Unknown result type (might be due to invalid IL or missing references) //IL_00a1: Unknown result type (might be due to invalid IL or missing references) //IL_00c0: Unknown result type (might be due to invalid IL or missing references) //IL_00c5: Unknown result type (might be due to invalid IL or missing references) //IL_00c6: Unknown result type (might be due to invalid IL or missing references) //IL_00cb: Unknown result type (might be due to invalid IL or missing references) //IL_00ce: Unknown result type (might be due to invalid IL or missing references) //IL_00d0: Unknown result type (might be due to invalid IL or missing references) if (!m_displayPlayableCharactersHighlights) { GameObjectPool pool = m_pool; if (pool != null) { List <CellPointer> active = m_active; Quaternion inverseRotation = m_mapRotation.GetInverseRotation(); Vector3 val = inverseRotation * new Vector3(-0.01f, 0.51f, -0.01f); Quaternion val2 = inverseRotation * Quaternion.Euler(90f, 0f, 0f); Transform val3 = (null != m_cursor) ? m_cursor.get_transform().get_parent() : null; foreach (ICharacterEntity item in entityProvider.EnumeratePlayableCharacters()) { Vector2Int refCoord = item.area.refCoord; Transform transform = map.GetCellObject(refCoord.get_x(), refCoord.get_y()).get_transform(); Vector3 val4 = transform.get_position() + val; GameObject obj = pool.Instantiate(val4, val2, transform); CellPointer component = obj.GetComponent <CellPointer>(); component.SetAnimated(value: true); component.Show(); obj.SetActive(true); active.Add(component); if (transform == val3) { m_cursor.get_gameObject().SetActive(false); } } m_displayPlayableCharactersHighlights = true; } } }