private void initWorldUITransformFactor(Vector2 mapImgSize, SLevelContext levelContext, bool bMiniMap, out Vector2 world_UI_Factor, out Vector2 UI_world_Factor) { int num = !bMiniMap ? levelContext.m_bigMapWidth : levelContext.m_mapWidth; int num2 = !bMiniMap ? levelContext.m_bigMapHeight : levelContext.m_mapHeight; float x = mapImgSize.x / ((float)num); float y = mapImgSize.y / ((float)num2); world_UI_Factor = new Vector2(x, y); float num5 = ((float)num) / mapImgSize.x; float num6 = ((float)num2) / mapImgSize.y; UI_world_Factor = new Vector2(num5, num6); if (levelContext.m_isCameraFlip) { world_UI_Factor = new Vector2(-x, -y); UI_world_Factor = new Vector2(-num5, -num6); } GameObject obj2 = !bMiniMap ? this.bmRoot : this.mmRoot; if (obj2 != null) { Image2 component = obj2.GetComponent <Image2>(); if (component != null) { float num7 = !bMiniMap ? levelContext.m_bigMapFowScale : levelContext.m_mapFowScale; float num8 = !levelContext.m_isCameraFlip ? 1f : 0f; component.SetMaterialVector("_FowParams", new Vector4(num7, num8, 1f, 1f)); } } }