// Token: 0x0600002C RID: 44 RVA: 0x000032BC File Offset: 0x000014BC public static void DrawCircle(Vector2 center, int radius, Color color, float width, bool antiAlias, int segmentsPerQuarter) { float num = (float)radius / 2f; Vector2 vector; vector..ctor(center.x, center.y - (float)radius); Vector2 endTangent; endTangent..ctor(center.x - num, center.y - (float)radius); Vector2 startTangent; startTangent..ctor(center.x + num, center.y - (float)radius); Vector2 vector2; vector2..ctor(center.x + (float)radius, center.y); Vector2 endTangent2; endTangent2..ctor(center.x + (float)radius, center.y - num); Vector2 startTangent2; startTangent2..ctor(center.x + (float)radius, center.y + num); Vector2 vector3; vector3..ctor(center.x, center.y + (float)radius); Vector2 startTangent3; startTangent3..ctor(center.x - num, center.y + (float)radius); Vector2 endTangent3; endTangent3..ctor(center.x + num, center.y + (float)radius); Vector2 vector4; vector4..ctor(center.x - (float)radius, center.y); Vector2 startTangent4; startTangent4..ctor(center.x - (float)radius, center.y - num); Vector2 endTangent4; endTangent4..ctor(center.x - (float)radius, center.y + num); Rendering.DrawBezierLine(vector, startTangent, vector2, endTangent2, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector2, startTangent2, vector3, endTangent3, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector3, startTangent3, vector4, endTangent4, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector4, startTangent4, vector, endTangent, color, width, antiAlias, segmentsPerQuarter); }
// Token: 0x0600005F RID: 95 RVA: 0x000071E4 File Offset: 0x000053E4 public static void DrawCircle(Vector2 center, int radius, Color color, float width, bool antiAlias, int segmentsPerQuarter) { float num = (float)radius / 2f; Vector2 vector = new Vector2(center.x, center.y - (float)radius); Vector2 endTangent = new Vector2(center.x - num, center.y - (float)radius); Vector2 startTangent = new Vector2(center.x + num, center.y - (float)radius); Vector2 vector2 = new Vector2(center.x + (float)radius, center.y); Vector2 endTangent2 = new Vector2(center.x + (float)radius, center.y - num); Vector2 startTangent2 = new Vector2(center.x + (float)radius, center.y + num); Vector2 vector3 = new Vector2(center.x, center.y + (float)radius); Vector2 startTangent3 = new Vector2(center.x - num, center.y + (float)radius); Vector2 endTangent3 = new Vector2(center.x + num, center.y + (float)radius); Vector2 vector4 = new Vector2(center.x - (float)radius, center.y); Vector2 startTangent4 = new Vector2(center.x - (float)radius, center.y - num); Vector2 endTangent4 = new Vector2(center.x - (float)radius, center.y + num); Rendering.DrawBezierLine(vector, startTangent, vector2, endTangent2, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector2, startTangent2, vector3, endTangent3, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector3, startTangent3, vector4, endTangent4, color, width, antiAlias, segmentsPerQuarter); Rendering.DrawBezierLine(vector4, startTangent4, vector, endTangent, color, width, antiAlias, segmentsPerQuarter); }