Пример #1
0
        private void Start()
        {
            VoiceNode yes1 = this.yes;

            // ISSUE: reference to a compiler-generated field
            if (ExitScene.\u003C\u003Ef__am\u0024cache0 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                ExitScene.\u003C\u003Ef__am\u0024cache0 = new UnityAction((object)null, __methodptr(\u003CStart\u003Em__0));
            }
            // ISSUE: reference to a compiler-generated field
            UnityAction fAmCache0 = ExitScene.\u003C\u003Ef__am\u0024cache0;

            yes1.addOnClick = fAmCache0;
            VoiceNode yes2 = this.yes;

            // ISSUE: reference to a compiler-generated field
            if (ExitScene.\u003C\u003Ef__am\u0024cache1 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                ExitScene.\u003C\u003Ef__am\u0024cache1 = new UnityAction((object)null, __methodptr(\u003CStart\u003Em__1));
            }
            // ISSUE: reference to a compiler-generated field
            UnityAction fAmCache1 = ExitScene.\u003C\u003Ef__am\u0024cache1;

            yes2.addOnClick = fAmCache1;
            VoiceNode no1 = this.no;

            // ISSUE: reference to a compiler-generated field
            if (ExitScene.\u003C\u003Ef__am\u0024cache2 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                ExitScene.\u003C\u003Ef__am\u0024cache2 = new UnityAction((object)null, __methodptr(\u003CStart\u003Em__2));
            }
            // ISSUE: reference to a compiler-generated field
            UnityAction fAmCache2 = ExitScene.\u003C\u003Ef__am\u0024cache2;

            no1.addOnClick = fAmCache2;
            VoiceNode no2 = this.no;

            // ISSUE: reference to a compiler-generated field
            if (ExitScene.\u003C\u003Ef__am\u0024cache3 == null)
            {
                // ISSUE: reference to a compiler-generated field
                // ISSUE: method pointer
                ExitScene.\u003C\u003Ef__am\u0024cache3 = new UnityAction((object)null, __methodptr(\u003CStart\u003Em__3));
            }
            // ISSUE: reference to a compiler-generated field
            UnityAction fAmCache3 = ExitScene.\u003C\u003Ef__am\u0024cache3;

            no2.addOnClick = fAmCache3;
        }
Пример #2
0
        public void InitList(int _group, int _category)
        {
            if (!Utility.SetStruct <int>(ref this.group, _group) && !Utility.SetStruct <int>(ref this.category, _category))
            {
                return;
            }
            int childCount = this.transformRoot.get_childCount();

            for (int index = 0; index < childCount; ++index)
            {
                Object.Destroy((Object)((Component)this.transformRoot.GetChild(index)).get_gameObject());
            }
            this.transformRoot.DetachChildren();
            this.scrollRect.set_verticalNormalizedPosition(1f);
            foreach (KeyValuePair <int, Info.LoadCommonInfo> keyValuePair in Singleton <Info> .Instance.dicVoiceLoadInfo[_group][_category])
            {
                // ISSUE: object of a compiler-generated type is created
                // ISSUE: variable of a compiler-generated type
                VoiceList.\u003CInitList\u003Ec__AnonStorey0 listCAnonStorey0 = new VoiceList.\u003CInitList\u003Ec__AnonStorey0();
                // ISSUE: reference to a compiler-generated field
                listCAnonStorey0.\u0024this = this;
                GameObject gameObject = (GameObject)Object.Instantiate <GameObject>((M0)this.objectPrefab);
                if (!gameObject.get_activeSelf())
                {
                    gameObject.SetActive(true);
                }
                gameObject.get_transform().SetParent(this.transformRoot, false);
                VoiceNode component = (VoiceNode)gameObject.GetComponent <VoiceNode>();
                // ISSUE: reference to a compiler-generated field
                listCAnonStorey0.no = keyValuePair.Key;
                // ISSUE: method pointer
                component.addOnClick = new UnityAction((object)listCAnonStorey0, __methodptr(\u003C\u003Em__0));
                component.text       = keyValuePair.Value.name;
            }
            this.active   = true;
            this.group    = _group;
            this.category = _category;
        }