internal bool TryReadDimension(StyleValueHandle handle, out Dimension value) { bool flag = StyleSheet.TryCheckAccess <Dimension>(this.dimensions, StyleValueType.Dimension, handle, out value); bool result; if (flag) { result = true; } else { float value2 = 0f; bool flag2 = StyleSheet.TryCheckAccess <float>(this.floats, StyleValueType.Float, handle, out value2); value = new Dimension(value2, Dimension.Unit.Unitless); result = flag2; } return(result); }
internal bool TryReadFloat(StyleValueHandle handle, out float value) { bool flag = StyleSheet.TryCheckAccess <float>(this.floats, StyleValueType.Float, handle, out value); bool result; if (flag) { result = true; } else { Dimension dimension; bool flag2 = StyleSheet.TryCheckAccess <Dimension>(this.dimensions, StyleValueType.Float, handle, out dimension); value = dimension.value; result = flag2; } return(result); }
internal bool TryReadAssetReference(StyleValueHandle handle, out UnityEngine.Object value) { return(StyleSheet.TryCheckAccess <UnityEngine.Object>(this.assets, StyleValueType.AssetReference, handle, out value)); }
internal bool TryReadResourcePath(StyleValueHandle handle, out string value) { return(StyleSheet.TryCheckAccess <string>(this.strings, StyleValueType.ResourcePath, handle, out value)); }
internal bool TryReadVariable(StyleValueHandle handle, out string value) { return(StyleSheet.TryCheckAccess <string>(this.strings, StyleValueType.Variable, handle, out value)); }
internal bool TryReadColor(StyleValueHandle handle, out Color value) { return(StyleSheet.TryCheckAccess <Color>(this.colors, StyleValueType.Color, handle, out value)); }