public unsafe bool Load() { //IL_0060: Unknown result type (might be due to invalid IL or missing references) //IL_0065: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) //IL_0076: Unknown result type (might be due to invalid IL or missing references) //IL_0090: Unknown result type (might be due to invalid IL or missing references) //IL_0097: Unknown result type (might be due to invalid IL or missing references) //IL_0135: Unknown result type (might be due to invalid IL or missing references) //IL_013a: Unknown result type (might be due to invalid IL or missing references) if (null == m_sprite) { return(false); } float num = 0f; float num2 = 0f; Vector2[] vertices = m_sprite.get_vertices(); ushort[] triangles = m_sprite.get_triangles(); int num3 = vertices.Length; int num4 = triangles.Length; m_vertices = (Vector3[])new Vector3[num3]; m_triangles = new int[num4]; for (int i = 0; i < num3; i++) { Vector2 val = vertices[i]; num = Mathf.Min(num, ((IntPtr)(void *)val).x); num2 = Mathf.Max(num2, ((IntPtr)(void *)val).x); m_vertices[i].Set(((IntPtr)(void *)val).x, ((IntPtr)(void *)val).y, 0f); } for (int j = 0; j < num4; j++) { m_triangles[j] = triangles[j]; } m_uvs = m_sprite.get_uv(); num += m_leftShift / pixelsPerUnit; num2 += m_rightShift / pixelsPerUnit; m_rect.x = num; m_rect.y = num2; m_rect.z = num2 - num; ref Vector4 rect = ref m_rect;