public void SetAnimatedCursor(bool value)
 {
     if (!(null == m_cursor))
     {
         m_cursor.SetAnimated(value);
     }
 }
 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;
         }
     }
 }