24 int <pointerId>k__BackingField = data.<pointerId>k__BackingField;
36 Vector2 <position>k__BackingField = from.<position>k__BackingField;
37 to.<position>k__BackingField = <position>k__BackingField;
38 Vector2 <delta>k__BackingField = from.<delta>k__BackingField;
39 to.<delta>k__BackingField = <delta>k__BackingField;
40 Vector2 <scrollDelta>k__BackingField = from.<scrollDelta>k__BackingField;
41 to.<scrollDelta>k__BackingField = <scrollDelta>k__BackingField;
42 GameObject <pointerEnter>k__BackingField = from.<pointerEnter>k__BackingField;
43 to.<pointerEnter>k__BackingField = <pointerEnter>k__BackingField;
44 float <twist>k__BackingField = from.<twist>k__BackingField;
45 to.<twist>k__BackingField = <twist>k__BackingField;
46 Vector2 <radius>k__BackingField = from.<radius>k__BackingField;
47 float y = from.<radius>k__BackingField.
y;
48 to.<radius>k__BackingField = <radius>k__BackingField;
50 Vector2 <radiusVariance>k__BackingField = from.<radiusVariance>k__BackingField;
51 float y2 = from.<radiusVariance>k__BackingField.
y;
52 to.<radiusVariance>k__BackingField = <radiusVariance>k__BackingField;
109 RaycastResult <pointerCurrentRaycast>k__BackingField =
pointerEvent.<pointerCurrentRaycast>k__BackingField;
118 GameObject <pointerDrag>k__BackingField =
pointerEvent.<pointerDrag>k__BackingField;
143 if (
base.GetType() !=
null)
151 string text =
"<B>Pointer:</b> " + text2;
class f__AnonymousType0<< Count > j__TPar
static CursorLockMode lockState