terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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Shadow.cs
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1using System;
4
5namespace UnityEngine.UI
6{
7 // Token: 0x02000086 RID: 134
8 [AddComponentMenu("UI/Effects/Shadow", 80)]
9 public class Shadow : BaseMeshEffect
10 {
11 // Token: 0x06000532 RID: 1330 RVA: 0x00010728 File Offset: 0x0000E928
12 protected Shadow()
13 {
14 }
15
16 // Token: 0x17000155 RID: 341
17 // (get) Token: 0x06000533 RID: 1331 RVA: 0x00010744 File Offset: 0x0000E944
18 // (set) Token: 0x06000534 RID: 1332 RVA: 0x00010780 File Offset: 0x0000E980
20 {
21 get
22 {
23 /*
24An exception occurred when decompiling this method (06000533)
25
26ICSharpCode.Decompiler.DecompilerException: Error decompiling UnityEngine.Color UnityEngine.UI.Shadow::get_effectColor()
27
28 ---> System.Exception: Basic block has to end with unconditional control flow.
29{
30 Block_0:
31 stloc:float32(var_0_0B, ldfld:float32(Color::r, ldfld:Color[exp:valuetype [UnityEngine.CoreModule]UnityEngine.Color&](Shadow::m_EffectColor, ldloc:Shadow(this))))
32 stloc:float32(var_1_17, ldfld:float32(Color::g, ldfld:Color[exp:valuetype [UnityEngine.CoreModule]UnityEngine.Color&](Shadow::m_EffectColor, ldloc:Shadow(this))))
33 stloc:float32(var_2_23, ldfld:float32(Color::b, ldfld:Color[exp:valuetype [UnityEngine.CoreModule]UnityEngine.Color&](Shadow::m_EffectColor, ldloc:Shadow(this))))
34 stloc:float32(var_3_2F, ldfld:float32(Color::a, ldfld:Color[exp:valuetype [UnityEngine.CoreModule]UnityEngine.Color&](Shadow::m_EffectColor, ldloc:Shadow(this))))
35}
36
37 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.FlattenBasicBlocks(ILNode node) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 1852
38 at ICSharpCode.Decompiler.ILAst.ILAstOptimizer.Optimize(DecompilerContext context, ILBlock method, AutoPropertyProvider autoPropertyProvider, StateMachineKind& stateMachineKind, MethodDef& inlinedMethod, AsyncMethodDebugInfo& asyncInfo, ILAstOptimizationStep abortBeforeStep) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\ILAst\ILAstOptimizer.cs:line 355
39 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(IEnumerable`1 parameters, MethodDebugInfoBuilder& builder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 123
40 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(MethodDef methodDef, DecompilerContext context, AutoPropertyProvider autoPropertyProvider, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, StringBuilder sb, MethodDebugInfoBuilder& stmtsBuilder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 88
41 --- End of inner exception stack trace ---
42 at ICSharpCode.Decompiler.Ast.AstMethodBodyBuilder.CreateMethodBody(MethodDef methodDef, DecompilerContext context, AutoPropertyProvider autoPropertyProvider, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, StringBuilder sb, MethodDebugInfoBuilder& stmtsBuilder) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstMethodBodyBuilder.cs:line 92
43 at ICSharpCode.Decompiler.Ast.AstBuilder.AddMethodBody(EntityDeclaration methodNode, EntityDeclaration& updatedNode, MethodDef method, IEnumerable`1 parameters, Boolean valueParameterIsKeyword, MethodKind methodKind) in D:\a\dnSpy\dnSpy\Extensions\ILSpy.Decompiler\ICSharpCode.Decompiler\ICSharpCode.Decompiler\Ast\AstBuilder.cs:line 1683
44*/;
45 }
46 set
47 {
48 Graphic graphic = base.graphic;
49 Graphic graphic2 = base.graphic;
50 }
51 }
52
53 // Token: 0x17000156 RID: 342
54 // (get) Token: 0x06000535 RID: 1333 RVA: 0x0001079C File Offset: 0x0000E99C
55 // (set) Token: 0x06000536 RID: 1334 RVA: 0x000107C4 File Offset: 0x0000E9C4
57 {
58 get
59 {
60 float x = this.m_EffectDistance.x;
61 float y = this.m_EffectDistance.y;
62 Vector2 vector;
63 return vector;
64 }
65 set
66 {
67 float x = this.m_EffectDistance.x;
68 float y = this.m_EffectDistance.y;
69 Graphic graphic = base.graphic;
70 Graphic graphic2 = base.graphic;
71 }
72 }
73
74 // Token: 0x17000157 RID: 343
75 // (get) Token: 0x06000537 RID: 1335 RVA: 0x000107FC File Offset: 0x0000E9FC
76 // (set) Token: 0x06000538 RID: 1336 RVA: 0x00010810 File Offset: 0x0000EA10
77 public bool useGraphicAlpha
78 {
79 get
80 {
81 return this.m_UseGraphicAlpha;
82 }
83 set
84 {
85 Graphic graphic = base.graphic;
86 Graphic graphic2 = base.graphic;
87 }
88 }
89
90 // Token: 0x06000539 RID: 1337 RVA: 0x00002207 File Offset: 0x00000407
91 protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
92 {
93 throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
94 }
95
96 // Token: 0x0600053A RID: 1338 RVA: 0x0001082C File Offset: 0x0000EA2C
97 protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
98 {
99 this.ApplyShadowZeroAlloc(verts, color, start, end, x, y);
100 }
101
102 // Token: 0x0600053B RID: 1339 RVA: 0x00010848 File Offset: 0x0000EA48
103 public override void ModifyMesh(VertexHelper vh)
104 {
105 float r = this.m_EffectColor.r;
106 float g = this.m_EffectColor.g;
107 float b = this.m_EffectColor.b;
108 float a = this.m_EffectColor.a;
109 }
110
111 // Token: 0x0400026B RID: 619
114
115 // Token: 0x0400026C RID: 620
118
119 // Token: 0x0400026D RID: 621
121 private bool m_UseGraphicAlpha = true;
122
123 // Token: 0x0400026E RID: 622
124 private const float kMaxEffectDistance = 600f;
125 }
126}
class f__AnonymousType0<< Count > j__TPar
void ApplyShadowZeroAlloc(List< UIVertex > verts, Color32 color, int start, int end, float x, float y)
Definition Shadow.cs:91
const float kMaxEffectDistance
Definition Shadow.cs:124
Vector2 m_EffectDistance
Definition Shadow.cs:117
Vector2 effectDistance
Definition Shadow.cs:57
override void ModifyMesh(VertexHelper vh)
Definition Shadow.cs:103
void ApplyShadow(List< UIVertex > verts, Color32 color, int start, int end, float x, float y)
Definition Shadow.cs:97