169 {
170 RaycastResult <pointerCurrentRaycast>k__BackingField =
pointerEvent.<pointerCurrentRaycast>k__BackingField;
171 int num = 1;
172 pointerEvent.<eligibleForClick>k__BackingField = num != 0;
173 Vector2 <position>k__BackingField =
pointerEvent.<position>k__BackingField;
174 pointerEvent.<useDragThreshold>k__BackingField = num != 0;
175 pointerEvent.<pressPosition>k__BackingField = <position>k__BackingField;
176 GameObject <pointerEnter>k__BackingField =
pointerEvent.<pointerEnter>k__BackingField;
177 pointerEvent.<pointerEnter>k__BackingField = <pointerCurrentRaycast>k__BackingField;
178 if (!true)
179 {
180 }
181 if (<position>k__BackingField == null)
182 {
183 }
184 float unscaledTime =
Time.unscaledTime;
185 GameObject <lastPress>k__BackingField =
pointerEvent.<lastPress>k__BackingField;
187 bool flag =
gameObject == <lastPress>k__BackingField;
188 float <clickTime>k__BackingField =
pointerEvent.<clickTime>k__BackingField;
189 int <clickCount>k__BackingField =
pointerEvent.<clickCount>k__BackingField;
190 }
class f__AnonymousType0<< Count > j__TPar