//generated with dll2sdk #include "UnityEngine_UI.hpp" void DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial_MatEntry::_ctor_5() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E62A28)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent::_ctor_97() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56EB0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle_ToggleEvent::_ctor_118() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65548)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput::_ctor_360(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38900)(this, object_, method_); } wchar_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput::Invoke_361(DLL2SDK::mscorlib::System::String* text_, int32_t charIndex_, wchar_t addedChar_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, text_, charIndex_, addedChar_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput::BeginInvoke_362(DLL2SDK::mscorlib::System::String* text_, int32_t charIndex_, wchar_t addedChar_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, text_, charIndex_, addedChar_, callback_, object_, Data.method); } wchar_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput::EndInvoke_363(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent::_ctor_364() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37CDC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent::_ctor_365() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37D60)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::_ctor_366() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3A908)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::MoveNext_367() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_368() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::System_Collections_IEnumerator_get_Current_369() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::Dispose_370() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::Reset_371() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::_ctor_372() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3D4D4)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::MoveNext_373() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::System_Collections_Generic_IEnumerator_object__get_Current_374() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::System_Collections_IEnumerator_get_Current_375() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::Dispose_376() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::Reset_377() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::_ctor_448() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24D68)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_text_449() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E244F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::set_text_450(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E22630)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_image_451() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E244F8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::set_image_452(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E22638)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_rectTransform_453() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2386C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::set_rectTransform_454(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E22648)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_toggle_455() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E23CC0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::set_toggle_456(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E22640)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::OnPointerEnter_457(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::OnCancel_458(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_459() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E249AC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_460(DLL2SDK::mscorlib::System::String* text_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21C38)(this, text_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_461(DLL2SDK::UnityEngine::UnityEngine::Sprite* image_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21DBC)(this, image_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::get_text_462() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21968)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::set_text_463(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24F34)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::get_image_464() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21970)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::set_image_465(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24F3C)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList::_ctor_466() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2107C)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList::get_options_467() { return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList*)>(DLL2SDK::GameAssemblyBase + 0x3E21574)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList::set_options_468(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E215A8)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent::_ctor_469() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21128)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1::_ctor_470() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E23874)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1::__m__0_471(bool x_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24D34)(this, x_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::_ctor_472() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24780)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::MoveNext_473() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_474() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::System_Collections_IEnumerator_get_Current_475() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::Dispose_476() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::Reset_477() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent::_ctor_636() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5450C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::_ctor_637() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E55E30)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::MoveNext_638() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_639() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::System_Collections_IEnumerator_get_Current_640() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::Dispose_641() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::Reset_642() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent::_ctor_668() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4919C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent::_ctor_718() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F564)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent::_ctor_726() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C108)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::_ctor_727() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C2E4)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::MoveNext_728() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_729() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::System_Collections_IEnumerator_get_Current_730() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::Dispose_731() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::Reset_732() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::_ctor_1107() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E445DC)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::MoveNext_1108() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_1109() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::System_Collections_IEnumerator_get_Current_1110() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::Dispose_1111() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::Reset_1112() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback::_ctor_1177(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E53EB8)(this, object_, method_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback::Invoke_1178(DLL2SDK::UnityEngine::UnityEngine::Ray r_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hit_, float f_, int32_t i_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, r_, hit_, f_, i_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback::BeginInvoke_1179(DLL2SDK::UnityEngine::UnityEngine::Ray r_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hit_, float f_, int32_t i_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, r_, hit_, f_, i_, callback_, object_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback::EndInvoke_1180(DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hit_, DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, hit_, result_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback::_ctor_1181(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E53C20)(this, object_, method_); } DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback::Invoke_1182(DLL2SDK::UnityEngine::UnityEngine::Vector2 p1_, DLL2SDK::UnityEngine::UnityEngine::Vector2 p2_, float f_, int32_t i_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, p1_, p2_, f_, i_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback::BeginInvoke_1183(DLL2SDK::UnityEngine::UnityEngine::Vector2 p1_, DLL2SDK::UnityEngine::UnityEngine::Vector2 p2_, float f_, int32_t i_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, p1_, p2_, f_, i_, callback_, object_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback::EndInvoke_1184(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback::_ctor_1185(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5419C)(this, object_, method_); } DLL2SDK::Array* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback::Invoke_1186(DLL2SDK::UnityEngine::UnityEngine::Ray r_, float f_, int32_t i_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, void*)>(Data.methodPtr)(this, r_, f_, i_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback::BeginInvoke_1187(DLL2SDK::UnityEngine::UnityEngine::Ray r_, float f_, int32_t i_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, r_, f_, i_, callback_, object_, Data.method); } DLL2SDK::Array* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback::EndInvoke_1188(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback::_ctor_1189(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E539B0)(this, object_, method_); } DLL2SDK::Array* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback::Invoke_1190(DLL2SDK::UnityEngine::UnityEngine::Ray r_, float f_, int32_t i_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, void*)>(Data.methodPtr)(this, r_, f_, i_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback::BeginInvoke_1191(DLL2SDK::UnityEngine::UnityEngine::Ray r_, float f_, int32_t i_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, r_, f_, i_, callback_, object_, Data.method); } DLL2SDK::Array* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback::EndInvoke_1192(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenCallback::_ctor_1217() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20B3C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween_FloatTweenCallback::_ctor_1231() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20EB0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_TriggerEvent::_ctor_1303() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1033C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::_ctor_1422() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171D4)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::PressedThisFrame_1423() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171DC)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::ReleasedThisFrame_1424() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171F4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::_ctor_1268() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B9D8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::Awake_1269() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnEnable_1270() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::Start_1271() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDisable_1272() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDestroy_1273() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::IsActive_1274() { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnRectTransformDimensionsChange_1275() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnBeforeTransformParentChanged_1276() { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnTransformParentChanged_1277() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDidApplyAnimationProperties_1278() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnCanvasGroupChanged_1279() { const VirtualInvokeData& Data = this->ClassPtr->VTable[14]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnCanvasHierarchyChanged_1280() { const VirtualInvokeData& Data = this->ClassPtr->VTable[15]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::IsDestroyed_1281() { const VirtualInvokeData& Data = this->ClassPtr->VTable[16]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::_ctor_1546() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0DD4C)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::get_priority_1549() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::get_sortOrderPriority_1550() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::get_renderOrderPriority_1551() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::ToString_1552() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::OnEnable_1553() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::OnDisable_1554() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::get_gameObject_1243() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E174FC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::set_gameObject_1244(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17504)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::get_isValid_1245() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17618)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::ToString_1246() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17620)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::_ctor_1500() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B6A4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::Reset_1501() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::Use_1502() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::get_used_1503() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData::_ctor_1504(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B714)(this, eventSystem_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData::set_selectedObject_1505(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B750)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::_ctor_1479() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B9D0)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_compositionString_1480() { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_imeCompositionMode_1481() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::set_imeCompositionMode_1482(DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_compositionCursorPos_1483() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::set_compositionCursorPos_1484(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_mousePresent_1485() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetMouseButtonDown_1486(int32_t button_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, button_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetMouseButtonUp_1487(int32_t button_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, button_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetMouseButton_1488(int32_t button_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, button_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_mousePosition_1489() { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_mouseScrollDelta_1490() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_touchSupported_1491() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::get_touchCount_1492() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Touch DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetTouch_1493(int32_t index_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, index_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetAxisRaw_1494(DLL2SDK::mscorlib::System::String* axisName_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, axisName_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::GetButtonDown_1495(DLL2SDK::mscorlib::System::String* buttonName_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, buttonName_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::_ctor_1460() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0C4D4)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::get_input_1461() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0C580)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::get_eventSystem_1462() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0C884)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::OnEnable_1463() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::OnDisable_1464() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::FindFirstRaycast_1466(DLL2SDK::mscorlib::System::Collections::Generic::List_1* candidates_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E0CB30)(candidates_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::DetermineMoveDirection_1467(float x_, float y_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0CDDC)(x_, y_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::DetermineMoveDirection_1468(float x_, float y_, float deadZone_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0CDFC)(x_, y_, deadZone_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::FindCommonRoot_1469(DLL2SDK::UnityEngine::UnityEngine::GameObject* g1_, DLL2SDK::UnityEngine::UnityEngine::GameObject* g2_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0CF34)(g1_, g2_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::HandlePointerExitAndEnter_1470(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* currentPointerData_, DLL2SDK::UnityEngine::UnityEngine::GameObject* newEnterTarget_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0D1B0)(this, currentPointerData_, newEnterTarget_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::GetAxisEventData_1471(float x_, float y_, float moveDeadZone_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, x_, y_, moveDeadZone_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::GetBaseEventData_1472() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::IsPointerOverGameObject_1473(int32_t pointerId_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, pointerId_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::ShouldActivateModule_1474() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::DeactivateModule_1475() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::ActivateModule_1476() { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::UpdateModule_1477() { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::IsModuleSupported_1478() { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::_ctor_1398() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E15904)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::GetPointerData_1399(int32_t id_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* data_, bool create_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E15A78)(this, id_, data_, create_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::RemovePointerData_1400(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* data_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E15BAC)(this, data_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::GetTouchPointerEventData_1401(DLL2SDK::UnityEngine::UnityEngine::Touch input_, bool* pressed_, bool* released_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E15C50)(this, input_, pressed_, released_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::CopyFromTo_1402(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* from_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* to_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E15F5C)(this, from_, to_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_FramePressState DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::StateForMouseButton_1403(int32_t buttonId_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E16050)(this, buttonId_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::GetMousePointerEventData_1404() { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::GetMousePointerEventData_1405(int32_t id_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, id_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::GetLastPointerEventData_1406(int32_t id_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1654C)(this, id_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ShouldStartDrag_1407(DLL2SDK::UnityEngine::UnityEngine::Vector2 pressPos_, DLL2SDK::UnityEngine::UnityEngine::Vector2 currentPos_, float threshold_, bool useDragThreshold_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E16578)(pressPos_, currentPos_, threshold_, useDragThreshold_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ProcessMove_1408(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* pointerEvent_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, pointerEvent_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ProcessDrag_1409(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* pointerEvent_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, pointerEvent_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::IsPointerOverGameObject_1410(int32_t pointerId_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, pointerId_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ClearSelection_1411() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E16A74)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ToString_1412() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::DeselectIfSelectionChanged_1413(DLL2SDK::UnityEngine::UnityEngine::GameObject* currentOverGo_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* pointerEvent_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17050)(this, currentOverGo_, pointerEvent_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::_ctor_1383() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C5C)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::get_allowActivationOnStandalone_1384() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C60)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::set_allowActivationOnStandalone_1385(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C68)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::get_forceModuleActive_1386() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C70)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::set_forceModuleActive_1387(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C78)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::UpdateModule_1388() { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::IsModuleSupported_1389() { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ShouldActivateModule_1390() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::UseFakeInput_1391() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19E18)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::Process_1392() { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::FakeTouches_1393() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19E80)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ProcessTouchEvents_1394() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19F98)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ProcessTouchPress_1395(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* pointerEvent_, bool pressed_, bool released_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1A168)(this, pointerEvent_, pressed_, released_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::DeactivateModule_1396() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ToString_1397() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1336(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerEnterHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E103C0)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1337(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerExitHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1051C)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1338(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerDownHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10678)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1339(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerUpHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E107D4)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1340(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerClickHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10930)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1341(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IInitializePotentialDragHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10A8C)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1342(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IBeginDragHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10BE8)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1343(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDragHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10D44)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1344(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEndDragHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10EA0)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1345(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDropHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10FFC)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1346(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IScrollHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E11158)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1347(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IUpdateSelectedHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E112B4)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1348(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISelectHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E113AC)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1349(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDeselectHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E114A4)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1350(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IMoveHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1159C)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1351(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISubmitHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E116F8)(handler_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::Execute_1352(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ICancelHandler* handler_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E117F0)(handler_, eventData_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerEnterHandler_1353() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0D9FC)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerExitHandler_1354() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0D944)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerDownHandler_1355() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E118E8)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerUpHandler_1356() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11998)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerClickHandler_1357() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11A48)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_initializePotentialDrag_1358() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11AF8)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_beginDragHandler_1359() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11BA8)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_dragHandler_1360() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11C58)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_endDragHandler_1361() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11D08)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_dropHandler_1362() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11DB8)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_scrollHandler_1363() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11E68)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_updateSelectedHandler_1364() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11F18)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_selectHandler_1365() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0E8FC)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_deselectHandler_1366() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0E84C)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_moveHandler_1367() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11FC8)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_submitHandler_1368() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E12078)(); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_cancelHandler_1369() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E12128)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::GetEventChain_1370(DLL2SDK::UnityEngine::UnityEngine::GameObject* root_, DLL2SDK::mscorlib::System::Collections::Generic::IList_1* eventChain_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E121D8)(root_, eventChain_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::_cctor_1377() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E12418)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::_s_HandlerListPool_m__0_1378(DLL2SDK::mscorlib::System::Collections::Generic::List_1* l_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E12F70)(l_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::_ctor_1305() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E5CC)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_current_1306() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E690)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_current_1307(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E740)(value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_sendNavigationEvents_1308() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E7F4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_sendNavigationEvents_1309(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E7FC)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_pixelDragThreshold_1310() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E804)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_pixelDragThreshold_1311(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E80C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_currentInputModule_1312() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E814)(this); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_firstSelectedGameObject_1313() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E81C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_firstSelectedGameObject_1314(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E824)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_currentSelectedGameObject_1315() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E82C)(this); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_lastSelectedGameObject_1316() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E834)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_isFocused_1317() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E83C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::UpdateModules_1318() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0C930)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_alreadySelecting_1319() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E844)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::SetSelectedGameObject_1320(DLL2SDK::UnityEngine::UnityEngine::GameObject* selected_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* pointer_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B77C)(this, selected_, pointer_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_baseEventDataCache_1321() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E9AC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::SetSelectedGameObject_1322(DLL2SDK::UnityEngine::UnityEngine::GameObject* selected_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0EA50)(this, selected_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::RaycastComparer_1323(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult lhs_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult rhs_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0EA78)(lhs_, rhs_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::RaycastAll_1324(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* raycastResults_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E0EF44)(this, eventData_, raycastResults_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::IsPointerOverGameObject_1325() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0F230)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::IsPointerOverGameObject_1326(int32_t pointerId_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0F238)(this, pointerId_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::OnEnable_1327() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::OnDisable_1328() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::TickModules_1329() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0F604)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::OnApplicationFocus_1330(bool hasFocus_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast(Data.methodPtr)(this, hasFocus_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::Update_1331() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::ChangeEventModule_1332(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule* module_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0FB58)(this, module_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::ToString_1333() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::_cctor_1334() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0FED4)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::_ctor_1282() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0FFD0)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::get_triggers_1283() { return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*)>(DLL2SDK::GameAssemblyBase + 0x3E0FFD8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::set_triggers_1284(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E10088)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::Execute_1285(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTriggerType id_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E10090)(this, id_, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnPointerEnter_1286(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnPointerExit_1287(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnDrag_1288(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnDrop_1289(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnPointerDown_1290(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnPointerUp_1291(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnPointerClick_1292(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnSelect_1293(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnDeselect_1294(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnScroll_1295(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnMove_1296(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnUpdateSelected_1297(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnInitializePotentialDrag_1298(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnBeginDrag_1299(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[34]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnEndDrag_1300(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnSubmit_1301(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::OnCancel_1302(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::AddRaycaster_1247(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster* baseRaycaster_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E254)(baseRaycaster_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::GetRaycasters_1248() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0F180)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::RemoveRaycasters_1249(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster* baseRaycaster_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0E460)(baseRaycaster_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::_cctor_1250() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E173E8)(); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_startValue_1218() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C4C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_startValue_1219(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C54)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_targetValue_1220() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C5C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_targetValue_1221(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C64)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_duration_1222() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_duration_1223(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C7C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_ignoreTimeScale_1224() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C8C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_ignoreTimeScale_1225(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20C94)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::TweenValue_1226(float floatPercentage_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20DD0)(this, floatPercentage_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::AddOnChangedCallback_1227(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1* callback_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E20F34)(this, callback_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::GetIgnoreTimescale_1228() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20F3C)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::GetDuration_1229() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20F44)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::ValidTarget_1230() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20F4C)(this); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_startColor_1202() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20898)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_startColor_1203(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E208A8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_targetColor_1204() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E208C0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_targetColor_1205(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E208D0)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_tweenMode_1206() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E208E8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_tweenMode_1207(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E208F0)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_duration_1208() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20900)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_duration_1209(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20908)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_ignoreTimeScale_1210() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20918)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_ignoreTimeScale_1211(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20920)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::TweenValue_1212(float floatPercentage_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20A5C)(this, floatPercentage_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::AddOnChangedCallback_1213(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1* callback_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E20BC0)(this, callback_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::GetIgnoreTimescale_1214() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20BC8)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::GetDuration_1215() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20BD0)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::ValidTarget_1216() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20BD8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::_ctor_1174() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E52914)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::get_Singleton_1175() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E537D0)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::_cctor_1176() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5392C)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_ctor_1154() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66814)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_ctor_1155(DLL2SDK::UnityEngine::UnityEngine::Mesh* m_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66A74)(this, m_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::Clear_1156() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E511D4)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::get_currentVertCount_1157() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5054C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::PopulateUIVertex_1158(DLL2SDK::UnityEngine::UnityEngine::UIVertex* vertex_, int32_t i_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E500A4)(this, vertex_, i_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::SetUIVertex_1159(DLL2SDK::UnityEngine::UnityEngine::UIVertex vertex_, int32_t i_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E502F4)(this, vertex_, i_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::FillMesh_1160(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66F10)(this, mesh_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::Dispose_1161() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddVert_1162(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, DLL2SDK::UnityEngine::UnityEngine::Vector2 uv0_, DLL2SDK::UnityEngine::UnityEngine::Vector2 uv1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 normal_, DLL2SDK::UnityEngine::UnityEngine::Vector4 tangent_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E67350)(this, position_, color_, uv0_, uv1_, normal_, tangent_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddVert_1163(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, DLL2SDK::UnityEngine::UnityEngine::Vector2 uv0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E513AC)(this, position_, color_, uv0_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddVert_1164(DLL2SDK::UnityEngine::UnityEngine::UIVertex v_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E67588)(this, v_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddTriangle_1165(int32_t idx0_, int32_t idx1_, int32_t idx2_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E51504)(this, idx0_, idx1_, idx2_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddUIVertexQuad_1166(DLL2SDK::Array* verts_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4E6501C)(this, verts_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddUIVertexTriangleStream_1167(DLL2SDK::mscorlib::System::Collections::Generic::List_1* verts_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4E5F41C)(this, verts_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::GetUIVertexStream_1168(DLL2SDK::mscorlib::System::Collections::Generic::List_1* stream_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4E5F3CC)(this, stream_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_cctor_1169() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E67624)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::_ctor_1131() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1BAF4)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::get_graphic_1132() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1BAFC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnEnable_1133() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnDisable_1134() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnDidApplyAnimationProperties_1135() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::ModifyMesh_1136(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, mesh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::_ctor_1142() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E8C4)(this); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_effectColor_1143() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E95C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_effectColor_1144(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E96C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_effectDistance_1145() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5EA90)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_effectDistance_1146(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5EAA4)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_useGraphicAlpha_1147() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5EC40)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_useGraphicAlpha_1148(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5EC48)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::ApplyShadowZeroAlloc_1149(DLL2SDK::mscorlib::System::Collections::Generic::List_1* verts_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, int32_t start_, int32_t end_, float x_, float y_) { return reinterpret_cast*, DLL2SDK::UnityEngine::UnityEngine::Color32, int32_t, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4E5ED44)(this, verts_, color_, start_, end_, x_, y_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::ApplyShadow_1150(DLL2SDK::mscorlib::System::Collections::Generic::List_1* verts_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, int32_t start_, int32_t end_, float x_, float y_) { return reinterpret_cast*, DLL2SDK::UnityEngine::UnityEngine::Color32, int32_t, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4E5F1F0)(this, verts_, color_, start_, end_, x_, y_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::ModifyMesh_1151(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, vh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::PositionAsUV1::_ctor_1138() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E4FED0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::PositionAsUV1::ModifyMesh_1139(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, vh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::_ctor_1072() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CA30)(this); } DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_padding_1073() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2D6D8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::set_padding_1074(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E43FCC)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_childAlignment_1075() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4405C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::set_childAlignment_1076(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44064)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_rectTransform_1077() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2D9EC)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_rectChildren_1078() { return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2D6D0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::CalculateLayoutInputHorizontal_1079() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_minWidth_1081() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_preferredWidth_1082() { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_flexibleWidth_1083() { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_minHeight_1084() { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_preferredHeight_1085() { const VirtualInvokeData& Data = this->ClassPtr->VTable[34]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_flexibleHeight_1086() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_layoutPriority_1087() { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnEnable_1090() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnDisable_1091() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnDidApplyAnimationProperties_1092() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalMinSize_1093(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F8BC)(this, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalPreferredSize_1094(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F8B0)(this, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalFlexibleSize_1095(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F8A4)(this, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetStartOffset_1096(int32_t axis_, float requiredSpaceWithoutPadding_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2E4DC)(this, axis_, requiredSpaceWithoutPadding_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetAlignmentOnAxis_1097(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F700)(this, axis_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::SetLayoutInputForAxis_1098(float totalMin_, float totalPreferred_, float totalFlexible_, int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2D6E0)(this, totalMin_, totalPreferred_, totalFlexible_, axis_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::SetChildAlongAxis_1099(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_, float pos_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F750)(this, rect_, axis_, pos_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::SetChildAlongAxis_1100(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_, float pos_, float size_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2E634)(this, rect_, axis_, pos_, size_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_isRootLayoutGroup_1101() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44348)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnRectTransformDimensionsChange_1102() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnTransformChildrenChanged_1103() { const VirtualInvokeData& Data = this->ClassPtr->VTable[39]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::SetDirty_1105() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44160)(this); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::DelayedSetDirty_1106(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rectTransform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44538)(this, rectTransform_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::_ctor_1057() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AEF8)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter_AspectMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_aspectMode_1058() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AF10)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::set_aspectMode_1059(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter_AspectMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AF18)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_aspectRatio_1060() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AFBC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::set_aspectRatio_1061(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AFC4)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_rectTransform_1062() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1B064)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnEnable_1063() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnDisable_1064() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnRectTransformDimensionsChange_1065() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::UpdateRect_1066() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1B554)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::GetSizeDeltaToProduceSize_1067(float size_, int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1B9EC)(this, size_, axis_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::GetParentSize_1068() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1B870)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetLayoutHorizontal_1069() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetLayoutVertical_1070() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetDirty_1071() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AFB8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::_ctor_1033() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E439E0)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_ignoreLayout_1034() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_ignoreLayout_1035(bool value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::CalculateLayoutInputHorizontal_1036() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::CalculateLayoutInputVertical_1037() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_minWidth_1038() { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_minWidth_1039(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_minHeight_1040() { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_minHeight_1041(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[34]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_preferredWidth_1042() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_preferredWidth_1043(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_preferredHeight_1044() { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_preferredHeight_1045(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_flexibleWidth_1046() { const VirtualInvokeData& Data = this->ClassPtr->VTable[39]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_flexibleWidth_1047(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[40]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_flexibleHeight_1048() { const VirtualInvokeData& Data = this->ClassPtr->VTable[41]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::set_flexibleHeight_1049(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_layoutPriority_1050() { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnEnable_1051() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnTransformParentChanged_1052() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnDisable_1053() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnDidApplyAnimationProperties_1054() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnBeforeTransformParentChanged_1055() { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::SetDirty_1056() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E43AB4)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinSize_1014(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E207E4)(rect_, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetPreferredSize_1015(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E207F4)(rect_, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetFlexibleSize_1016(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F8C8)(rect_, axis_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinWidth_1017(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E468F4)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetPreferredWidth_1018(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46B34)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetFlexibleWidth_1019(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46F64)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinHeight_1020(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46A14)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetPreferredHeight_1021(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46D4C)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetFlexibleHeight_1022(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47084)(rect_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetLayoutProperty_1023(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::System_Core::System::Func_2* property_, float defaultValue_) { return reinterpret_cast*, float)>(DLL2SDK::GameAssemblyBase + 0x3E471A4)(rect_, property_, defaultValue_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetLayoutProperty_1024(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::System_Core::System::Func_2* property_, float defaultValue_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* source_) { return reinterpret_cast*, float, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(DLL2SDK::GameAssemblyBase + 0x3E471CC)(rect_, property_, defaultValue_, source_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetMinWidth_m__0_1025(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4761C)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetPreferredWidth_m__1_1026(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4770C)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetPreferredWidth_m__2_1027(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E477FC)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetFlexibleWidth_m__3_1028(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E478EC)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetMinHeight_m__4_1029(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E479DC)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetPreferredHeight_m__5_1030(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47ACC)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetPreferredHeight_m__6_1031(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47BBC)(e_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::_GetFlexibleHeight_m__7_1032(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47CAC)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::_ctor_944() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C4BC)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScaleMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_uiScaleMode_945() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C550)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_uiScaleMode_946(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScaleMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C558)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_referencePixelsPerUnit_947() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C560)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_referencePixelsPerUnit_948(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C568)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_scaleFactor_949() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C570)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_scaleFactor_950(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C578)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_referenceResolution_951() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C630)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_referenceResolution_952(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C644)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScreenMatchMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_screenMatchMode_953() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7B0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_screenMatchMode_954(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScreenMatchMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7B8)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_matchWidthOrHeight_955() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7C0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_matchWidthOrHeight_956(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7C8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_Unit DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_physicalUnit_957() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7D0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_physicalUnit_958(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_Unit value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7D8)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_fallbackScreenDPI_959() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7E0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_fallbackScreenDPI_960(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7E8)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_defaultSpriteDPI_961() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_defaultSpriteDPI_962(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C7F8)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_dynamicPixelsPerUnit_963() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C8AC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_dynamicPixelsPerUnit_964(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C8B4)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::OnEnable_965() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::OnDisable_966() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::Update_967() { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::Handle_968() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleWorldCanvas_969() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleConstantPixelSize_970() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleScaleWithScreenSize_971() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleConstantPhysicalSize_972() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::SetScaleFactor_973(float scaleFactor_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C980)(this, scaleFactor_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::SetReferencePixelsPerUnit_974(float referencePixelsPerUnit_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C9D0)(this, referencePixelsPerUnit_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::_ctor_930() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2E774)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_spacing_931() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F298)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_spacing_932(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F2A0)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childForceExpandWidth_933() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F330)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childForceExpandWidth_934(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F338)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childForceExpandHeight_935() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F3C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childForceExpandHeight_936(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F3D0)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childControlWidth_937() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F460)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childControlWidth_938(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F468)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childControlHeight_939() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F4F8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childControlHeight_940(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F500)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::CalcAlongAxis_941(int32_t axis_, bool isVertical_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2E7B0)(this, axis_, isVertical_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::SetChildrenAlongAxis_942(int32_t axis_, bool isVertical_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2EB24)(this, axis_, isVertical_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::GetChildSizes_943(DLL2SDK::UnityEngine::UnityEngine::RectTransform* child_, int32_t axis_, bool controlSize_, bool childForceExpand_, float* min_, float* preferred_, float* flexible_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F590)(this, child_, axis_, controlSize_, childForceExpand_, min_, preferred_, flexible_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::_ctor_925() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E67710)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::CalculateLayoutInputHorizontal_926() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::CalculateLayoutInputVertical_927() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::SetLayoutHorizontal_928() { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::SetLayoutVertical_929() { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::_ctor_920() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2E75C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::CalculateLayoutInputHorizontal_921() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::CalculateLayoutInputVertical_922() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::SetLayoutHorizontal_923() { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::SetLayoutVertical_924() { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::_ctor_907() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2034C)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::get_horizontalFit_908() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2035C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::set_horizontalFit_909(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20364)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::get_verticalFit_910() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E204CC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::set_verticalFit_911(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E204D4)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::get_rectTransform_912() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20574)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnEnable_913() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnDisable_914() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnRectTransformDimensionsChange_915() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::HandleSelfFittingAlongAxis_916(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2071C)(this, axis_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetLayoutHorizontal_917() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetLayoutVertical_918() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetDirty_919() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20404)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::_ctor_889() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C9B0)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Corner DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_startCorner_890() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CB8C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_startCorner_891(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Corner value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CB94)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Axis DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_startAxis_892() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CC24)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_startAxis_893(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Axis value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CC2C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_cellSize_894() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CCBC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_cellSize_895(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CCD0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_spacing_896() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CD74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_spacing_897(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CD88)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Constraint DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_constraint_898() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CE2C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_constraint_899(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Constraint value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CE34)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_constraintCount_900() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CEC4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_constraintCount_901(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2CECC)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::CalculateLayoutInputHorizontal_902() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::CalculateLayoutInputVertical_903() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetLayoutHorizontal_904() { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetLayoutVertical_905() { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetCellsAlongAxis_906(int32_t axis_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2DADC)(this, axis_); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::Clipping::FindCullAndClipWorldRect_881(DLL2SDK::mscorlib::System::Collections::Generic::List_1* rectMaskParents_, bool* validRect_) { return reinterpret_cast*, bool*)>(DLL2SDK::GameAssemblyBase + 0x3E1F5B8)(rectMaskParents_, validRect_); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::Clipping::RectIntersect_882(DLL2SDK::UnityEngine::UnityEngine::Rect a_, DLL2SDK::UnityEngine::UnityEngine::Rect b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F9E0)(a_, b_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectangularVertexClipper::_ctor_879() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E515FC)(this); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectangularVertexClipper::GetCanvasRect_880(DLL2SDK::UnityEngine::UnityEngine::RectTransform* t_, DLL2SDK::UnityEngine::UnityEngine::Canvas* c_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E516B8)(this, t_, c_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::_ctor_874() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F3BC)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::get_instance_875() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E2B0)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Cull_876() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E370)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Register_877(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper* c_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F468)(c_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Unregister_878(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper* c_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F514)(c_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::_ctor_856() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1D008)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::get_instance_857() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1D114)(); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::ObjectValidForUpdate_858(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1D270)(this, element_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::CleanInvalidItems_859() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1D39C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::PerformUpdate_860() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1D7B8)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::ParentCount_861(DLL2SDK::UnityEngine::UnityEngine::Transform* child_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E4EC)(child_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::SortLayoutList_862(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* x_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* y_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E63C)(x_, y_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::RegisterCanvasElementForLayoutRebuild_863(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E804)(element_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::TryRegisterCanvasElementForLayoutRebuild_864(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E99C)(element_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalRegisterCanvasElementForLayoutRebuild_865(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1E8BC)(this, element_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::RegisterCanvasElementForGraphicRebuild_866(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1EA54)(element_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalRegisterCanvasElementForGraphicRebuild_867(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1EB0C)(this, element_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::UnRegisterCanvasElementForRebuild_868(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1EC6C)(element_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalUnRegisterCanvasElementForLayoutRebuild_869(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1ED38)(this, element_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalUnRegisterCanvasElementForGraphicRebuild_870(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1EF50)(this, element_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::IsRebuildingLayout_871() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F168)(); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::IsRebuildingGraphics_872() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F214)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::_cctor_873() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1F2C0)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::_ctor_733() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25D08)(this); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_defaultGraphicMaterial_734() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25E3C)(); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_color_735() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::set_color_736(DLL2SDK::UnityEngine::UnityEngine::Color value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_raycastTarget_737() { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::set_raycastTarget_738(bool value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_useLegacyMeshGeneration_739() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E26068)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::set_useLegacyMeshGeneration_740(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25E34)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetAllDirty_741() { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetLayoutDirty_742() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetVerticesDirty_743() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetMaterialDirty_744() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnRectTransformDimensionsChange_745() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnBeforeTransformParentChanged_746() { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnTransformParentChanged_747() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_depth_748() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E26E5C)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_rectTransform_749() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Canvas* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_canvas_750() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E265E8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CacheCanvas_751() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E269B4)(this); } DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_canvasRenderer_752() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E26E88)(this); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_defaultMaterial_753() { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_material_754() { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::set_material_755(DLL2SDK::UnityEngine::UnityEngine::Material* value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_materialForRendering_756() { const VirtualInvokeData& Data = this->ClassPtr->VTable[34]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_mainTexture_757() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnEnable_758() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnDisable_759() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnCanvasHierarchyChanged_760() { const VirtualInvokeData& Data = this->ClassPtr->VTable[15]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::Rebuild_761(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate update_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, update_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::LayoutComplete_762() { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::GraphicUpdateComplete_763() { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UpdateMaterial_764() { const VirtualInvokeData& Data = this->ClassPtr->VTable[39]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UpdateGeometry_765() { const VirtualInvokeData& Data = this->ClassPtr->VTable[40]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::DoMeshGeneration_766() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E280F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::DoLegacyMeshGeneration_767() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E27BE8)(this); } DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_workerMesh_768() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E28684)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnFillVBO_769(DLL2SDK::mscorlib::System::Collections::Generic::List_1* vbo_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[41]; return reinterpret_cast*, void*)>(Data.methodPtr)(this, vbo_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnPopulateMesh_770(DLL2SDK::UnityEngine::UnityEngine::Mesh* m_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, m_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnPopulateMesh_771(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, vh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnDidApplyAnimationProperties_772() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetNativeSize_773() { const VirtualInvokeData& Data = this->ClassPtr->VTable[44]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::Raycast_774(DLL2SDK::UnityEngine::UnityEngine::Vector2 sp_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[45]; return reinterpret_cast(Data.methodPtr)(this, sp_, eventCamera_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::PixelAdjustPoint_775(DLL2SDK::UnityEngine::UnityEngine::Vector2 point_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2954C)(this, point_); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::GetPixelAdjustedRect_776() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E28C90)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CrossFadeColor_777(DLL2SDK::UnityEngine::UnityEngine::Color targetColor_, float duration_, bool ignoreTimeScale_, bool useAlpha_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, targetColor_, duration_, ignoreTimeScale_, useAlpha_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CrossFadeColor_778(DLL2SDK::UnityEngine::UnityEngine::Color targetColor_, float duration_, bool ignoreTimeScale_, bool useAlpha_, bool useRGB_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, targetColor_, duration_, ignoreTimeScale_, useAlpha_, useRGB_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CreateColorFromAlpha_779(float alpha_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E29B50)(alpha_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CrossFadeAlpha_780(float alpha_, float duration_, bool ignoreTimeScale_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, alpha_, duration_, ignoreTimeScale_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::RegisterDirtyLayoutCallback_781(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E29C98)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyLayoutCallback_782(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E29E24)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::RegisterDirtyVerticesCallback_783(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E29FB0)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyVerticesCallback_784(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A13C)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::RegisterDirtyMaterialCallback_785(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A2C8)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyMaterialCallback_786(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A454)(this, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::_cctor_787() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A5E0)(); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnityEngine_UI_ICanvasElement_get_transform_788() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::_ctor_789() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A6A4)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_sortOrderPriority_790() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_renderOrderPriority_791() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_ignoreReversedGraphics_792() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A914)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::set_ignoreReversedGraphics_793(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A91C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster_BlockingObjects DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_blockingObjects_794() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A924)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::set_blockingObjects_795(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster_BlockingObjects value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A92C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Canvas* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_canvas_796() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2A7C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::Raycast_797(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* resultAppendList_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast*, void*)>(Data.methodPtr)(this, eventData_, resultAppendList_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_eventCamera_798() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::Raycast_799(DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_, DLL2SDK::UnityEngine::UnityEngine::Vector2 pointerPosition_, DLL2SDK::mscorlib::System::Collections::Generic::IList_1* foundGraphics_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* results_) { return reinterpret_cast*, DLL2SDK::mscorlib::System::Collections::Generic::List_1*)>(DLL2SDK::GameAssemblyBase + 0x3E2BE10)(canvas_, eventCamera_, pointerPosition_, foundGraphics_, results_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::_cctor_800() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C5E8)(); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::_Raycast_m__0_801(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* g1_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* g2_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C698)(g1_, g2_); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_highlightedSprite_197() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E619B0)(this); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_pressedSprite_198() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E619B8)(this); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_disabledSprite_199() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E619C0)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::Equals_200(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState other_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E61B3C)(this, other_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_normalColor_173() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FC94)(this); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_highlightedColor_174() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FCB4)(this); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_pressedColor_175() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FCD4)(this); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_disabledColor_176() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FCF4)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_colorMultiplier_177() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FD0C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::set_colorMultiplier_178(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FD14)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_fadeDuration_179() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FD1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::set_fadeDuration_180(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FD24)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_defaultColorBlock_181() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1FD2C)(); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::Equals_182(DLL2SDK::mscorlib::System::Object* obj_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E201C4)(this, obj_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::Equals_183(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock other_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E201CC)(this, other_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::GetHashCode_184() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20344)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation_Mode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_mode_378() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B068)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_mode_379(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation_Mode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B070)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnUp_380() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B080)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnUp_381(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B088)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnDown_382() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B098)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnDown_383(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0A0)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnLeft_384() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0B0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnLeft_385(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0B8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnRight_386() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnRight_387(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0D0)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_defaultNavigation_388() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B0D8)(); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::Equals_389(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation other_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B390)(this, other_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::_ctor_478() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54590)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_allSelectables_479() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x4E5C168)(); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_navigation_480() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E562B4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_navigation_481(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C218)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_Transition DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_transition_482() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C2F8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_transition_483(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_Transition value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C300)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_colors_484() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C3A4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_colors_485(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C3BC)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_spriteState_486() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C508)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_spriteState_487(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C51C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_animationTriggers_488() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C5E4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_animationTriggers_489(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C5EC)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_targetGraphic_490() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C690)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_targetGraphic_491(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C698)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_interactable_492() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C73C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_interactable_493(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C744)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_isPointerInside_494() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_isPointerInside_495(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA24)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_isPointerDown_496() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA2C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_isPointerDown_497(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA34)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_hasSelection_498() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA3C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_hasSelection_499(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA44)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_image_500() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CA4C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_image_501(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CB04)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_animator_502() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CB0C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::Awake_503() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnCanvasGroupChanged_504() { const VirtualInvokeData& Data = this->ClassPtr->VTable[14]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsInteractable_505() { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnDidApplyAnimationProperties_506() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnEnable_507() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnSetProperty_508() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C2F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnDisable_509() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_currentSelectionState_510() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CF5C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::InstantClearState_511() { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::DoStateTransition_512(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState state_, bool instant_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, state_, instant_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::FindSelectable_513(DLL2SDK::UnityEngine::UnityEngine::Vector3 dir_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5D768)(this, dir_); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::GetPointOnRectEdge_514(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 dir_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5DDFC)(rect_, dir_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::Navigate_515(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* eventData_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* sel_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E0B8)(this, eventData_, sel_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::FindSelectableOnLeft_516() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::FindSelectableOnRight_517() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::FindSelectableOnUp_518() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::FindSelectableOnDown_519() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnMove_520(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::StartColorTween_521(DLL2SDK::UnityEngine::UnityEngine::Color targetColor_, bool instant_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5D018)(this, targetColor_, instant_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::DoSpriteSwap_522(DLL2SDK::UnityEngine::UnityEngine::Sprite* newSprite_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5D160)(this, newSprite_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::TriggerAnimation_523(DLL2SDK::mscorlib::System::String* triggername_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5D24C)(this, triggername_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsHighlighted_524(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E1C8)(this, eventData_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsPressed_525(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E4FC)(this, eventData_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsPressed_526() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E4B0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::UpdateSelectionState_527(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5C9B4)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::EvaluateAndTransitionToSelectionState_528(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E548)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::InternalEvaluateAndTransitionToSelectionState_529(bool instant_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5CEF0)(this, instant_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnPointerDown_530(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnPointerUp_531(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnPointerEnter_532(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[34]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnPointerExit_533(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnSelect_534(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnDeselect_535(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::Select_536() { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::_cctor_537() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E7A4)(); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::SetPropertyUtility::SetColor_669(DLL2SDK::UnityEngine::UnityEngine::Color* currentValue_, DLL2SDK::UnityEngine::UnityEngine::Color newValue_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5E854)(currentValue_, newValue_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::_ctor_649() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F920)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_onCullStateChanged_650() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49220)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::set_onCullStateChanged_651(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49228)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_maskable_652() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49230)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::set_maskable_653(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49238)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::GetModifiedMaterial_654(DLL2SDK::UnityEngine::UnityEngine::Material* baseMaterial_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[56]; return reinterpret_cast(Data.methodPtr)(this, baseMaterial_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::Cull_655(DLL2SDK::UnityEngine::UnityEngine::Rect clipRect_, bool validRect_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[57]; return reinterpret_cast(Data.methodPtr)(this, clipRect_, validRect_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::UpdateCull_656(bool cull_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E497EC)(this, cull_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::SetClipRect_657(DLL2SDK::UnityEngine::UnityEngine::Rect clipRect_, bool validRect_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[58]; return reinterpret_cast(Data.methodPtr)(this, clipRect_, validRect_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnEnable_658() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnDisable_659() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnTransformParentChanged_660() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::ParentMaskStateChanged_661() { const VirtualInvokeData& Data = this->ClassPtr->VTable[59]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnCanvasHierarchyChanged_662() { const VirtualInvokeData& Data = this->ClassPtr->VTable[15]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_rootCanvasRect_663() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E494F8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::UpdateClipParent_664() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49A58)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::RecalculateClipping_665() { const VirtualInvokeData& Data = this->ClassPtr->VTable[60]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::RecalculateMasking_666() { const VirtualInvokeData& Data = this->ClassPtr->VTable[61]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::UnityEngine_UI_IClippable_get_gameObject_667() { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::_ctor_643() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C6F8)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::get_instance_644() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C7A4)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::RegisterGraphicForCanvas_645(DLL2SDK::UnityEngine::UnityEngine::Canvas* c_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* graphic_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E26C10)(c_, graphic_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::UnregisterGraphicForCanvas_646(DLL2SDK::UnityEngine::UnityEngine::Canvas* c_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* graphic_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E266A8)(c_, graphic_); } DLL2SDK::mscorlib::System::Collections::Generic::IList_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::GetGraphicsForCanvas_647(DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_) { return reinterpret_cast*(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x3E2BCC4)(canvas_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::_cctor_648() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2C900)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::_ctor_595() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5440C)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_handleRect_596() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E546C4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_handleRect_597(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E546CC)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_direction_598() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54B20)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_direction_599(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54B28)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_value_600() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54BC8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_value_601(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54D50)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_size_602() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54D60)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_size_603(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54D68)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_numberOfSteps_604() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54E54)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_numberOfSteps_605(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54E5C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_onValueChanged_606() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54F0C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_onValueChanged_607(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54F14)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_stepSize_608() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54F1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::Rebuild_609(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate executing_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, executing_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::LayoutComplete_610() { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::GraphicUpdateComplete_611() { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnEnable_612() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnDisable_613() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateCachedReferences_614() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54774)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::Set_615(float input_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E54D58)(this, input_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::Set_616(float input_, bool sendCallback_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5509C)(this, input_, sendCallback_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnRectTransformDimensionsChange_617() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Axis DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_axis_618() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E55340)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_reverseValue_619() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5535C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateVisuals_620() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E548E4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateDrag_621(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E55370)(this, eventData_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::MayDrag_622(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E55744)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnBeginDrag_623(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[50]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnDrag_624(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[51]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnPointerDown_625(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::ClickRepeat_626(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E55D84)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnPointerUp_627(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnMove_628(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::FindSelectableOnLeft_629() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::FindSelectableOnRight_630() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::FindSelectableOnUp_631() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::FindSelectableOnDown_632() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnInitializePotentialDrag_633(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[52]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::SetDirection_634(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction direction_, bool includeRectLayouts_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E567CC)(this, direction_, includeRectLayouts_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UnityEngine_UI_ICanvasElement_get_transform_635() { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::_ctor_538() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2F8D8)(this); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_sprite_539() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21960)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_sprite_540(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21978)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_overrideSprite_541() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FA20)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_overrideSprite_542(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FAE4)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_activeSprite_543() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FA24)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_Type DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_type_544() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FB90)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_type_545(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_Type value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FB98)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_preserveAspect_546() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FC44)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_preserveAspect_547(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FC4C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillCenter_548() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FCF8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillCenter_549(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FD00)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_FillMethod DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillMethod_550() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FDAC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillMethod_551(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_FillMethod value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FDB4)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillAmount_552() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FE68)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillAmount_553(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FE70)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillClockwise_554() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FF68)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillClockwise_555(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2FF70)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillOrigin_556() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3001C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillOrigin_557(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E30024)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_eventAlphaThreshold_558() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E300D0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_eventAlphaThreshold_559(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E300EC)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_alphaHitTestMinimumThreshold_560() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E300E4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_alphaHitTestMinimumThreshold_561(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E30100)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_defaultETC1GraphicMaterial_562() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E30108)(); } DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_mainTexture_563() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_hasBorder_564() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E304F0)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_pixelsPerUnit_565() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E30624)(this); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_material_566() { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_material_567(DLL2SDK::UnityEngine::UnityEngine::Material* value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[33]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::OnBeforeSerialize_568() { const VirtualInvokeData& Data = this->ClassPtr->VTable[74]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::OnAfterDeserialize_569() { const VirtualInvokeData& Data = this->ClassPtr->VTable[75]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GetDrawingDimensions_570(bool shouldPreserveAspect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E30A84)(this, shouldPreserveAspect_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::SetNativeSize_571() { const VirtualInvokeData& Data = this->ClassPtr->VTable[44]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::OnPopulateMesh_572(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, toFill_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::UpdateMaterial_573() { const VirtualInvokeData& Data = this->ClassPtr->VTable[39]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GenerateSimpleSprite_574(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_, bool lPreserveAspect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E313E8)(this, vh_, lPreserveAspect_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GenerateSlicedSprite_575(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E317DC)(this, toFill_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GenerateTiledSprite_576(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E32460)(this, toFill_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::AddQuad_577(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vertexHelper_, DLL2SDK::Array* quadPositions_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, DLL2SDK::Array* quadUVs_) { return reinterpret_cast*, DLL2SDK::UnityEngine::UnityEngine::Color32, DLL2SDK::Array*)>(DLL2SDK::GameAssemblyBase + 0x3E35DC4)(vertexHelper_, quadPositions_, color_, quadUVs_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::AddQuad_578(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vertexHelper_, DLL2SDK::UnityEngine::UnityEngine::Vector2 posMin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 posMax_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, DLL2SDK::UnityEngine::UnityEngine::Vector2 uvMin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 uvMax_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E35BA0)(vertexHelper_, posMin_, posMax_, color_, uvMin_, uvMax_); } DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GetAdjustedBorders_579(DLL2SDK::UnityEngine::UnityEngine::Vector4 border_, DLL2SDK::UnityEngine::UnityEngine::Rect adjustedRect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3588C)(this, border_, adjustedRect_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GenerateFilledSprite_580(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_, bool preserveAspect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E33CC0)(this, toFill_, preserveAspect_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::RadialCut_581(DLL2SDK::Array* xy_, DLL2SDK::Array* uv_, float fill_, bool invert_, int32_t corner_) { return reinterpret_cast*, DLL2SDK::Array*, float, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E35EF8)(xy_, uv_, fill_, invert_, corner_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::RadialCut_582(DLL2SDK::Array* xy_, float cos_, float sin_, bool invert_, int32_t corner_) { return reinterpret_cast*, float, float, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E360EC)(xy_, cos_, sin_, invert_, corner_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::CalculateLayoutInputHorizontal_583() { const VirtualInvokeData& Data = this->ClassPtr->VTable[76]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::CalculateLayoutInputVertical_584() { const VirtualInvokeData& Data = this->ClassPtr->VTable[77]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_minWidth_585() { const VirtualInvokeData& Data = this->ClassPtr->VTable[78]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_preferredWidth_586() { const VirtualInvokeData& Data = this->ClassPtr->VTable[79]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_flexibleWidth_587() { const VirtualInvokeData& Data = this->ClassPtr->VTable[80]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_minHeight_588() { const VirtualInvokeData& Data = this->ClassPtr->VTable[81]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_preferredHeight_589() { const VirtualInvokeData& Data = this->ClassPtr->VTable[82]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_flexibleHeight_590() { const VirtualInvokeData& Data = this->ClassPtr->VTable[83]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_layoutPriority_591() { const VirtualInvokeData& Data = this->ClassPtr->VTable[84]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::IsRaycastLocationValid_592(DLL2SDK::UnityEngine::UnityEngine::Vector2 screenPoint_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[85]; return reinterpret_cast(Data.methodPtr)(this, screenPoint_, eventCamera_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::MapCoordinate_593(DLL2SDK::UnityEngine::UnityEngine::Vector2 local_, DLL2SDK::UnityEngine::UnityEngine::Rect rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37270)(this, local_, rect_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::_cctor_594() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3793C)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::_ctor_405() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E20F5C)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_template_406() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E211AC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_template_407(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E211B4)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_captionText_408() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21510)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_captionText_409(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21518)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_captionImage_410() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21520)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_captionImage_411(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21528)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_itemText_412() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21530)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_itemText_413(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21538)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_itemImage_414() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21540)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_itemImage_415(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21548)(this, value_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_options_416() { return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21550)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_options_417(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E2157C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_onValueChanged_418() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E215B0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_onValueChanged_419(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E215B8)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_value_420() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E215C0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_value_421(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E215C8)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Awake_422() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::RefreshShownValue_423() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E211BC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_424(DLL2SDK::mscorlib::System::Collections::Generic::List_1* options_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E21A24)(this, options_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_425(DLL2SDK::mscorlib::System::Collections::Generic::List_1* options_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E21AD4)(this, options_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_426(DLL2SDK::mscorlib::System::Collections::Generic::List_1* options_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E21C58)(this, options_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::ClearOptions_427() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21DDC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::SetupTemplate_428() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E21E84)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::OnPointerClick_430(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::OnSubmit_431(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::OnCancel_432(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[44]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Show_433() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E22654)(this); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::CreateBlocker_434(DLL2SDK::UnityEngine::UnityEngine::Canvas* rootCanvas_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[45]; return reinterpret_cast(Data.methodPtr)(this, rootCanvas_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::DestroyBlocker_435(DLL2SDK::UnityEngine::UnityEngine::GameObject* blocker_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, blocker_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::CreateDropdownList_436(DLL2SDK::UnityEngine::UnityEngine::GameObject* template_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, template_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::DestroyDropdownList_437(DLL2SDK::UnityEngine::UnityEngine::GameObject* dropdownList_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, dropdownList_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::CreateItem_438(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem* itemTemplate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, itemTemplate_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::DestroyItem_439(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem* item_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[50]; return reinterpret_cast(Data.methodPtr)(this, item_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddItem_440(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData* data_, bool selected_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem* itemTemplate_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* items_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E2387C)(this, data_, selected_, itemTemplate_, items_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AlphaFadeList_441(float duration_, float alpha_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24500)(this, duration_, alpha_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AlphaFadeList_442(float duration_, float start_, float end_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E23CC8)(this, duration_, start_, end_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::SetAlpha_443(float alpha_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E245CC)(this, alpha_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Hide_444() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E236E0)(this); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::DelayedDestroyDropdownList_445(float delay_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E246D0)(this, delay_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::OnSelectItem_446(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24788)(this, toggle_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::_cctor_447() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E2490C)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::TrackText_401(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* t_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E251E8)(t_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::RebuildForFont_402(DLL2SDK::UnityEngine::UnityEngine::Font* f_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25654)(f_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::UntrackText_403(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* t_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25870)(t_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::_cctor_404() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25C58)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::_ctor_390() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E51A20)(this); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::get_canvasRect_391() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E51B20)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::get_rectTransform_392() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E51D3C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnEnable_393() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnDisable_394() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::IsRaycastLocationValid_395(DLL2SDK::UnityEngine::UnityEngine::Vector2 sp_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, sp_, eventCamera_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::PerformClipping_396() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::AddClippable_397(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable* clippable_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5261C)(this, clippable_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::RemoveClippable_398(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable* clippable_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5270C)(this, clippable_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnTransformParentChanged_399() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnCanvasHierarchyChanged_400() { const VirtualInvokeData& Data = this->ClassPtr->VTable[15]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::_ctor_208() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37A68)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_input_209() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37ED0)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_compositionString_210() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E380A4)(this); } DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_mesh_211() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E381CC)(this); } DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_cachedInputTextGenerator_212() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E382C0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_shouldHideMobileInput_213(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38360)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_shouldHideMobileInput_214() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E383F0)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_shouldActivateOnSelect_215() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3843C)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_text_216() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38464)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_text_217(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3846C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_isFocused_218() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38A0C)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretBlinkRate_219() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38A14)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretBlinkRate_220(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38A1C)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretWidth_221() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38B2C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretWidth_222(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38B34)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_textComponent_223() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38C74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_textComponent_224(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38C7C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_placeholder_225() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38D1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_placeholder_226(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38D24)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretColor_227() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38DB4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretColor_228(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38E38)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_customCaretColor_229() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38E30)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_customCaretColor_230(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38E8C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionColor_231() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38EA8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionColor_232(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38EB8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_onEndEdit_233() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38F0C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_onEndEdit_234(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38F14)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_onValueChange_235() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38FA4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_onValueChange_236(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38FB4)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_onValueChanged_237() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38FAC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_onValueChanged_238(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38FB8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_onValidateInput_239() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E388F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_onValidateInput_240(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39048)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_characterLimit_241() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38914)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_characterLimit_242(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E390D8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_contentType_243() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E396EC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_contentType_244(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E396F4)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_LineType DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_lineType_245() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E398A0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_lineType_246(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_LineType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E398A8)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_InputType DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_inputType_247() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39A38)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_inputType_248(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_InputType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39A40)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_keyboardType_249() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39B08)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_keyboardType_250(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39B10)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_CharacterValidation DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_characterValidation_251() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E388F8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_characterValidation_252(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_CharacterValidation value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39BC4)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_readOnly_253() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39C78)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_readOnly_254(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39C80)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_multiLine_255() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39C88)(this); } wchar_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_asteriskChar_256() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39CA0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_asteriskChar_257(wchar_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39CA8)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_wasCanceled_258() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39D48)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ClampPos_259(int32_t* pos_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39D50)(this, pos_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretPositionInternal_260() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39DBC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretPositionInternal_261(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39DF0)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretSelectPositionInternal_262() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39E00)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretSelectPositionInternal_263(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39E34)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_hasSelection_264() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39E44)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretPosition_265() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39E74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretPosition_266(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39EA8)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionAnchorPosition_267() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39F64)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionAnchorPosition_268(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39ECC)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionFocusPosition_269() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39F98)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionFocusPosition_270(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39F18)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnEnable_271() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnDisable_272() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CaretBlink_273() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3A864)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetCaretVisible_274() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3A910)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetCaretActive_275() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38ACC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateCaretMaterial_276() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3A94C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnFocus_277() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AAF4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SelectAll_278() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AAF8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveTextEnd_279(bool shift_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AB4C)(this, shift_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveTextStart_280(bool shift_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3ABC0)(this, shift_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_clipboard_281() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AC18)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_clipboard_282(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3ACB8)(value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::InPlaceEditing_283() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AD60)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateCaretFromKeyboard_284() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3AD7C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LateUpdate_285() { const VirtualInvokeData& Data = this->ClassPtr->VTable[59]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ScreenToLocal_286(DLL2SDK::UnityEngine::UnityEngine::Vector2 screen_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3C528)(this, screen_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetUnclampedCharacterLineFromPosition_287(DLL2SDK::UnityEngine::UnityEngine::Vector2 pos_, DLL2SDK::UnityEngine::UnityEngine::TextGenerator* generator_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3C8E8)(this, pos_, generator_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetCharacterIndexFromPosition_288(DLL2SDK::UnityEngine::UnityEngine::Vector2 pos_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3CB68)(this, pos_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MayDrag_289(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3D0F4)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnBeginDrag_290(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[60]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnDrag_291(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[61]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MouseDragOutsideRect_292(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3D428)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnEndDrag_293(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[62]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnPointerDown_294(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_EditState DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::KeyPressed_295(DLL2SDK::UnityEngine::UnityEngine::Event* evt_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3D750)(this, evt_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::IsValidChar_296(wchar_t c_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E3F0)(this, c_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ProcessEvent_297(DLL2SDK::UnityEngine::UnityEngine::Event* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E460)(this, e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnUpdateSelected_298(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[63]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetSelectedString_299() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3DDD4)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::FindtNextWordBegin_300() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E63C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveRight_301(bool shift_, bool ctrl_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E288)(this, shift_, ctrl_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::FindtPrevWordBegin_302() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E780)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveLeft_303(bool shift_, bool ctrl_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E130)(this, shift_, ctrl_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::DetermineCharacterLine_304(int32_t charPos_, DLL2SDK::UnityEngine::UnityEngine::TextGenerator* generator_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E884)(this, charPos_, generator_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LineUpCharacterPosition_305(int32_t originalPos_, bool goToFirstChar_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E9EC)(this, originalPos_, goToFirstChar_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LineDownCharacterPosition_306(int32_t originalPos_, bool goToLastChar_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3EE30)(this, originalPos_, goToLastChar_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveDown_307(bool shift_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E3E8)(this, shift_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveDown_308(bool shift_, bool goToLastChar_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F1DC)(this, shift_, goToLastChar_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveUp_309(bool shift_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3E3E0)(this, shift_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveUp_310(bool shift_, bool goToFirstChar_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F368)(this, shift_, goToFirstChar_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Delete_311() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3DEC0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ForwardSpace_312() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3DD1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Backspace_313() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3DC50)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Insert_314(wchar_t c_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F4D4)(this, c_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnValueChangedAndUpdateLabel_315() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E389F0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnValueChanged_316() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F5BC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnSubmit_317() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F64C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Append_318(DLL2SDK::mscorlib::System::String* input_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[64]; return reinterpret_cast(Data.methodPtr)(this, input_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Append_319(wchar_t input_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[65]; return reinterpret_cast(Data.methodPtr)(this, input_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateLabel_320() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3918C)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::IsSelectionVisible_321() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E40750)(this); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetLineStartPosition_322(DLL2SDK::UnityEngine::UnityEngine::TextGenerator* gen_, int32_t line_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E407BC)(gen_, line_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetLineEndPosition_323(DLL2SDK::UnityEngine::UnityEngine::TextGenerator* gen_, int32_t line_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3CECC)(gen_, line_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetDrawRangeToContainCaretPosition_324(int32_t caretPos_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3F85C)(this, caretPos_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ForceLabelUpdate_325() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E409CC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MarkGeometryAsDirty_326() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E38BD4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Rebuild_327(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate update_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[66]; return reinterpret_cast(Data.methodPtr)(this, update_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LayoutComplete_328() { const VirtualInvokeData& Data = this->ClassPtr->VTable[67]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GraphicUpdateComplete_329() { const VirtualInvokeData& Data = this->ClassPtr->VTable[68]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateGeometry_330() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E409DC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::AssignPositioningIfNeeded_331() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3B6CC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnFillVBO_332(DLL2SDK::UnityEngine::UnityEngine::Mesh* vbo_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E40F64)(this, vbo_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GenerateCaret_333(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vbo_, DLL2SDK::UnityEngine::UnityEngine::Vector2 roundingOffset_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E411AC)(this, vbo_, roundingOffset_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CreateCursorVerts_334() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E428C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GenerateHightlight_335(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vbo_, DLL2SDK::UnityEngine::UnityEngine::Vector2 roundingOffset_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E41A7C)(this, vbo_, roundingOffset_); } wchar_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Validate_336(DLL2SDK::mscorlib::System::String* text_, int32_t pos_, wchar_t ch_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3BD98)(this, text_, pos_, ch_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ActivateInputField_337() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E42A74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ActivateInputFieldInternal_338() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3B378)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnSelect_339(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[36]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnPointerClick_340(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[69]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::DeactivateInputField_341() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E3A644)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnDeselect_342(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[37]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnSubmit_343(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[70]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::EnforceContentType_344() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39794)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::EnforceTextHOverflow_345() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E37DE4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetToCustomIfContentTypeIsNot_346(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType* allowedContentTypes_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E399B8)(this, allowedContentTypes_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetToCustom_347() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E39AF4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::DoStateTransition_348(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState state_, bool instant_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[26]; return reinterpret_cast(Data.methodPtr)(this, state_, instant_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CalculateLayoutInputHorizontal_349() { const VirtualInvokeData& Data = this->ClassPtr->VTable[71]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CalculateLayoutInputVertical_350() { const VirtualInvokeData& Data = this->ClassPtr->VTable[72]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_minWidth_351() { const VirtualInvokeData& Data = this->ClassPtr->VTable[73]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_preferredWidth_352() { const VirtualInvokeData& Data = this->ClassPtr->VTable[74]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_flexibleWidth_353() { const VirtualInvokeData& Data = this->ClassPtr->VTable[75]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_minHeight_354() { const VirtualInvokeData& Data = this->ClassPtr->VTable[76]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_preferredHeight_355() { const VirtualInvokeData& Data = this->ClassPtr->VTable[77]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_flexibleHeight_356() { const VirtualInvokeData& Data = this->ClassPtr->VTable[78]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_layoutPriority_357() { const VirtualInvokeData& Data = this->ClassPtr->VTable[79]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::_cctor_358() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E43180)(); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UnityEngine_UI_ICanvasElement_get_transform_359() { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::Notify2DMaskStateChanged_201(DLL2SDK::UnityEngine::UnityEngine::Component* mask_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4A460)(mask_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::NotifyStencilStateChanged_202(DLL2SDK::UnityEngine::UnityEngine::Component* mask_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E481E4)(mask_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::FindRootSortOverrideCanvas_203(DLL2SDK::UnityEngine::UnityEngine::Transform* start_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E48B58)(start_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::GetStencilDepth_204(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_, DLL2SDK::UnityEngine::UnityEngine::Transform* stopAfter_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E48DA0)(transform_, stopAfter_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::IsDescendantOrSelf_205(DLL2SDK::UnityEngine::UnityEngine::Transform* father_, DLL2SDK::UnityEngine::UnityEngine::Transform* child_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4A7EC)(father_, child_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::GetRectMaskForClippable_206(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable* clippable_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E49E64)(clippable_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::GetRectMasksForClip_207(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D* clipper_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* masks_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E4AA34)(clipper_, masks_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::_ctor_185() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66298)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::get_allowSwitchOff_186() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E661D4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::set_allowSwitchOff_187(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6634C)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::ValidateToggleIsInGroup_188(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66354)(this, toggle_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::NotifyToggleOn_189(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65D04)(this, toggle_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::UnregisterToggle_190(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65B4C)(this, toggle_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::RegisterToggle_191(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65C24)(this, toggle_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::AnyTogglesOn_192() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E66054)(this); } DLL2SDK::mscorlib::System::Collections::Generic::IEnumerable_1* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::ActiveToggles_193() { return reinterpret_cast*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E665A4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::SetAllTogglesOff_194() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E666CC)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::_AnyTogglesOn_m__0_195(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* x_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E667D4)(x_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::_ActiveToggles_m__1_196(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* x_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E667F4)(x_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::_ctor_145() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24F44)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData* DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_defaultFontData_146() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E24F4C)(); } DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_font_147() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25028)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_font_148(DLL2SDK::UnityEngine::UnityEngine::Font* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25030)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_fontSize_149() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25038)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_fontSize_150(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25040)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::FontStyle DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_fontStyle_151() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25048)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_fontStyle_152(DLL2SDK::UnityEngine::UnityEngine::FontStyle value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25050)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_bestFit_153() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25058)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_bestFit_154(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25060)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_minSize_155() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25068)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_minSize_156(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25070)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_maxSize_157() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25078)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_maxSize_158(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25080)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_alignment_159() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25088)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_alignment_160(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25090)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_alignByGeometry_161() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E25098)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_alignByGeometry_162(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250A0)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_richText_163() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250A8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_richText_164(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250B0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_horizontalOverflow_165() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250B8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_horizontalOverflow_166(DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250C0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_verticalOverflow_167() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_verticalOverflow_168(DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250D0)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_lineSpacing_169() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250D8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_lineSpacing_170(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E250E0)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::UnityEngine_ISerializationCallbackReceiver_OnBeforeSerialize_171() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::UnityEngine_ISerializationCallbackReceiver_OnAfterDeserialize_172() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Misc::DestroyImmediate_143(DLL2SDK::UnityEngine::UnityEngine::Object* obj_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4AEB8)(obj_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::_ctor_138() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AE10)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_normalTrigger_139() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AED8)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_highlightedTrigger_140() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AEE0)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_pressedTrigger_141() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AEE8)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_disabledTrigger_142() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1AEF0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::_ctor_127() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47D9C)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_rectTransform_128() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47DAC)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_showMaskGraphic_129() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47E40)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::set_showMaskGraphic_130(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47E48)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_graphic_131() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E47F54)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::MaskEnabled_132() { const VirtualInvokeData& Data = this->ClassPtr->VTable[19]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnSiblingGraphicEnabledDisabled_133() { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnEnable_134() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnDisable_135() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::IsRaycastLocationValid_136(DLL2SDK::UnityEngine::UnityEngine::Vector2 sp_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, sp_, eventCamera_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::GetModifiedMaterial_137(DLL2SDK::UnityEngine::UnityEngine::Material* baseMaterial_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, baseMaterial_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::_ctor_119() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E505E4)(this); } DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::get_mainTexture_120() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::get_texture_121() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E50878)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::set_texture_122(DLL2SDK::UnityEngine::UnityEngine::Texture* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E50880)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::get_uvRect_123() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E50968)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::set_uvRect_124(DLL2SDK::UnityEngine::UnityEngine::Rect value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E50978)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::SetNativeSize_125() { const VirtualInvokeData& Data = this->ClassPtr->VTable[44]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::OnPopulateMesh_126(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, vh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::_ctor_98() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65480)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::get_group_99() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E655CC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::set_group_100(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E655D4)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Rebuild_101(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate executing_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, executing_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::LayoutComplete_102() { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::GraphicUpdateComplete_103() { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnEnable_104() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnDisable_105() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnDidApplyAnimationProperties_106() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::SetToggleGroup_107(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup* newGroup_, bool setMemberValue_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E655FC)(this, newGroup_, setMemberValue_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::get_isOn_108() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65CFC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::set_isOn_109(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65E90)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Set_110(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65B44)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Set_111(bool value_, bool sendCallback_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65E98)(this, value_, sendCallback_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::PlayEffect_112(bool instant_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E65838)(this, instant_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Start_113() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::InternalToggle_114() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E661E4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnPointerClick_115(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnSubmit_116(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[50]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::UnityEngine_UI_ICanvasElement_get_transform_117() { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::_ctor_6() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56D60)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_content_7() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F34)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_content_8(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F3C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontal_9() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F44)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontal_10(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F4C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_vertical_11() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F54)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_vertical_12(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F5C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_movementType_13() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F64)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_movementType_14(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F6C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_elasticity_15() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_elasticity_16(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F7C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_inertia_17() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F84)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_inertia_18(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F8C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_decelerationRate_19() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F94)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_decelerationRate_20(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56F9C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_scrollSensitivity_21() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56FA4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_scrollSensitivity_22(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56FAC)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_viewport_23() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56FB4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_viewport_24(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56FBC)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalScrollbar_25() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E570DC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalScrollbar_26(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E570E4)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalScrollbar_27() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57320)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalScrollbar_28(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57328)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalScrollbarVisibility_29() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57564)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalScrollbarVisibility_30(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5756C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalScrollbarVisibility_31() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57574)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalScrollbarVisibility_32(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5757C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalScrollbarSpacing_33() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57584)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalScrollbarSpacing_34(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5758C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalScrollbarSpacing_35() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57664)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalScrollbarSpacing_36(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5766C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_onValueChanged_37() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57674)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_onValueChanged_38(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5767C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_viewRect_39() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57684)(this); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_velocity_40() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E578B8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_velocity_41(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E578CC)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_rectTransform_42() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E578D8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::Rebuild_43(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate executing_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[38]; return reinterpret_cast(Data.methodPtr)(this, executing_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::LayoutComplete_44() { const VirtualInvokeData& Data = this->ClassPtr->VTable[39]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::GraphicUpdateComplete_45() { const VirtualInvokeData& Data = this->ClassPtr->VTable[40]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateCachedData_46() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57A30)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnEnable_47() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnDisable_48() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::IsActive_49() { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::EnsureLayoutHasRebuilt_50() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E590C8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::StopMovement_51() { const VirtualInvokeData& Data = this->ClassPtr->VTable[41]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnScroll_52(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* data_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, data_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnInitializePotentialDrag_53(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnBeginDrag_54(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[44]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnEndDrag_55(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[45]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnDrag_56(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetContentAnchoredPosition_57(DLL2SDK::UnityEngine::UnityEngine::Vector2 position_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, position_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::LateUpdate_58() { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdatePrevData_59() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5893C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbars_60(DLL2SDK::UnityEngine::UnityEngine::Vector2 offset_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E58634)(this, offset_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_normalizedPosition_61() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A3FC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_normalizedPosition_62(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A65C)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalNormalizedPosition_63() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A454)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalNormalizedPosition_64(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A6A4)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalNormalizedPosition_65() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A558)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalNormalizedPosition_66(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A6B8)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetHorizontalNormalizedPosition_67(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A6CC)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetVerticalNormalizedPosition_68(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A6E0)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetNormalizedPosition_69(float value_, int32_t axis_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, value_, axis_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::RubberDelta_70(float overStretching_, float viewSize_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E599B4)(overStretching_, viewSize_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnRectTransformDimensionsChange_71() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_hScrollingNeeded_72() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5AA04)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_vScrollingNeeded_73() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5AA88)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::CalculateLayoutInputHorizontal_74() { const VirtualInvokeData& Data = this->ClassPtr->VTable[50]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::CalculateLayoutInputVertical_75() { const VirtualInvokeData& Data = this->ClassPtr->VTable[51]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_minWidth_76() { const VirtualInvokeData& Data = this->ClassPtr->VTable[52]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_preferredWidth_77() { const VirtualInvokeData& Data = this->ClassPtr->VTable[53]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_flexibleWidth_78() { const VirtualInvokeData& Data = this->ClassPtr->VTable[54]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_minHeight_79() { const VirtualInvokeData& Data = this->ClassPtr->VTable[55]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_preferredHeight_80() { const VirtualInvokeData& Data = this->ClassPtr->VTable[56]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_flexibleHeight_81() { const VirtualInvokeData& Data = this->ClassPtr->VTable[57]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_layoutPriority_82() { const VirtualInvokeData& Data = this->ClassPtr->VTable[58]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetLayoutHorizontal_83() { const VirtualInvokeData& Data = this->ClassPtr->VTable[59]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetLayoutVertical_84() { const VirtualInvokeData& Data = this->ClassPtr->VTable[60]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbarVisibility_85() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5A3A8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateOneScrollbarVisibility_86(bool xScrollingNeeded_, bool xAxisEnabled_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility scrollbarVisibility_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* scrollbar_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5BB74)(xScrollingNeeded_, xAxisEnabled_, scrollbarVisibility_, scrollbar_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbarLayout_87() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5B6CC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateBounds_88() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57FBC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::AdjustBounds_89(DLL2SDK::UnityEngine::UnityEngine::Bounds* viewBounds_, DLL2SDK::UnityEngine::UnityEngine::Vector2* contentPivot_, DLL2SDK::UnityEngine::UnityEngine::Vector3* contentSize_, DLL2SDK::UnityEngine::UnityEngine::Vector3* contentPos_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5BCC0)(viewBounds_, contentPivot_, contentSize_, contentPos_); } DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::GetBounds_90() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5B360)(this); } DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::InternalGetBounds_91(DLL2SDK::Array* corners_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* viewWorldToLocalMatrix_) { return reinterpret_cast*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4E5BDA4)(corners_, viewWorldToLocalMatrix_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::CalculateOffset_92(DLL2SDK::UnityEngine::UnityEngine::Vector2 delta_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E59498)(this, delta_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::InternalCalculateOffset_93(DLL2SDK::UnityEngine::UnityEngine::Bounds* viewBounds_, DLL2SDK::UnityEngine::UnityEngine::Bounds* contentBounds_, bool horizontal_, bool vertical_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType movementType_, DLL2SDK::UnityEngine::UnityEngine::Vector2* delta_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5BF5C)(viewBounds_, contentBounds_, horizontal_, vertical_, movementType_, delta_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetDirty_94() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E57594)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetDirtyCaching_95() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E56FC4)(this); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UnityEngine_UI_ICanvasElement_get_transform_96() { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial::Add_1(DLL2SDK::UnityEngine::UnityEngine::Material* baseMat_, int32_t stencilID_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp operation_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunction_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask colorWriteMask_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E61B58)(baseMat_, stencilID_, operation_, compareFunction_, colorWriteMask_); } DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial::Add_2(DLL2SDK::UnityEngine::UnityEngine::Material* baseMat_, int32_t stencilID_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp operation_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunction_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask colorWriteMask_, int32_t readMask_, int32_t writeMask_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E61C28)(baseMat_, stencilID_, operation_, compareFunction_, colorWriteMask_, readMask_, writeMask_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial::Remove_3(DLL2SDK::UnityEngine::UnityEngine::Material* customMat_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E62A40)(customMat_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial::_cctor_4() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E62D30)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry::_ctor_1304() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1029C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::_ctor_1414() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171A4)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::get_eventData_1415() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171B4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::set_eventData_1416(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171BC)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::get_button_1417() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171C4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::set_button_1418(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E171CC)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState::_ctor_1419() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E159CC)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState::GetButtonState_1420(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton button_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1720C)(this, button_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState::SetButtonState_1421(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton button_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_FramePressState stateForMouseButton_, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* data_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E16504)(this, button_, stateForMouseButton_, data_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::_ctor_1555() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13038)(this); } DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_eventCamera_1556() { const VirtualInvokeData& Data = this->ClassPtr->VTable[18]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_depth_1557() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_finalEventMask_1558() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13924)(this); } DLL2SDK::UnityEngine::UnityEngine::LayerMask DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_eventMask_1559() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13C60)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::set_eventMask_1560(DLL2SDK::UnityEngine::UnityEngine::LayerMask value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13C68)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::ComputeRayAndDistance_1561(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, float* distanceToClipPlane_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1371C)(this, eventData_, ray_, distanceToClipPlane_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::Raycast_1562(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* resultAppendList_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast*, void*)>(Data.methodPtr)(this, eventData_, resultAppendList_, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::_Raycast_m__0_1563(DLL2SDK::UnityEngine::UnityEngine::RaycastHit r1_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit r2_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E141F4)(r1_, r2_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::_ctor_1506(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E142C0)(this, eventSystem_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerEnter_1507() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0D93C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerEnter_1508(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0D9F4)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_lastPress_1509() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14478)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_lastPress_1510(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14480)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_rawPointerPress_1511(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14488)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerDrag_1512() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14490)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerDrag_1513(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14498)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerCurrentRaycast_1514() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E144A0)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerCurrentRaycast_1515(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1450C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerPressRaycast_1516() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14574)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerPressRaycast_1517(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E145E0)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_eligibleForClick_1518() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14648)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_eligibleForClick_1519(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14410)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerId_1520() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14650)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerId_1521(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14418)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_position_1522() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13A40)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_position_1523(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14420)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_delta_1524() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14658)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_delta_1525(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1442C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pressPosition_1526() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1466C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pressPosition_1527(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14438)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_clickTime_1528() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14680)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_clickTime_1529(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14444)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_clickCount_1530() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14688)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_clickCount_1531(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1444C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_scrollDelta_1532() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14690)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_scrollDelta_1533(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14454)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_useDragThreshold_1534() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E146A4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_useDragThreshold_1535(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14460)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_dragging_1536() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E146AC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_dragging_1537(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14468)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_button_1538() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E146B4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_button_1539(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14470)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::IsPointerMoving_1540() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E146BC)(this); } DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_enterEventCamera_1541() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E14704)(this); } DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pressEventCamera_1542() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E147EC)(this); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerPress_1543() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E148D4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerPress_1544(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E148DC)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::ToString_1545() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::_ctor_1496(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B6CC)(this, eventSystem_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::set_moveVector_1497(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B734)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::get_moveDir_1498() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B748)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::set_moveDir_1499(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E0B740)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::_ctor_1425() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17628)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule_InputMode DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_inputMode_1426() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17708)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_allowActivationOnMobileDevice_1427() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17710)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_allowActivationOnMobileDevice_1428(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17718)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_forceModuleActive_1429() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17720)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_forceModuleActive_1430(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17728)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_inputActionsPerSecond_1431() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17730)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_inputActionsPerSecond_1432(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17738)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_repeatDelay_1433() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17740)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_repeatDelay_1434(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17748)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_horizontalAxis_1435() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17750)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_horizontalAxis_1436(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17758)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_verticalAxis_1437() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17760)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_verticalAxis_1438(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17768)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_submitButton_1439() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17770)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_submitButton_1440(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17778)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_cancelButton_1441() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17780)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_cancelButton_1442(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17788)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::UpdateModule_1443() { const VirtualInvokeData& Data = this->ClassPtr->VTable[24]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::IsModuleSupported_1444() { const VirtualInvokeData& Data = this->ClassPtr->VTable[25]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ShouldActivateModule_1445() { const VirtualInvokeData& Data = this->ClassPtr->VTable[21]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ActivateModule_1446() { const VirtualInvokeData& Data = this->ClassPtr->VTable[23]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::DeactivateModule_1447() { const VirtualInvokeData& Data = this->ClassPtr->VTable[22]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::Process_1448() { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessTouchEvents_1449() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E18534)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessTouchPress_1450(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* pointerEvent_, bool pressed_, bool released_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E18738)(this, pointerEvent_, pressed_, released_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendSubmitEventToSelectedObject_1451() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E182C8)(this); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::GetRawMoveVector_1452() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19054)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendMoveEventToSelectedObject_1453() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17F84)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMouseEvent_1454() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E18730)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ForceAutoSelect_1455() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMouseEvent_1456(int32_t id_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19180)(this, id_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendUpdateEventToSelectedObject_1457() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E17DEC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMousePress_1458(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData* data_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19468)(this, data_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::GetCurrentFocusedGameObject_1459() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E19C54)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Outline::_ctor_1152() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4B3B8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Outline::ModifyMesh_1153(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vh_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[20]; return reinterpret_cast(Data.methodPtr)(this, vh_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_cctor_975() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4478C)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_ctor_976() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E4490C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Initialize_977(DLL2SDK::UnityEngine::UnityEngine::RectTransform* controller_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44914)(this, controller_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Clear_978() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44958)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ReapplyDrivenProperties_979(DLL2SDK::UnityEngine::UnityEngine::RectTransform* driven_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44964)(driven_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::get_transform_980() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::IsDestroyed_981() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::StripDisabledBehavioursFromList_982(DLL2SDK::mscorlib::System::Collections::Generic::List_1* components_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E44ABC)(components_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ForceRebuildLayoutImmediate_983(DLL2SDK::UnityEngine::UnityEngine::RectTransform* layoutRoot_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E44C84)(layoutRoot_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Rebuild_984(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate executing_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, executing_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::PerformLayoutControl_985(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1* action_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E456C0)(this, rect_, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::PerformLayoutCalculation_986(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1* action_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E45298)(this, rect_, action_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::MarkLayoutForRebuild_987(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1B208)(rect_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ValidLayoutGroup_988(DLL2SDK::UnityEngine::UnityEngine::RectTransform* parent_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* comps_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E45B9C)(parent_, comps_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ValidController_989(DLL2SDK::UnityEngine::UnityEngine::RectTransform* layoutRoot_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* comps_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x3E45D5C)(layoutRoot_, comps_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::MarkLayoutRootForRebuild_990(DLL2SDK::UnityEngine::UnityEngine::RectTransform* controller_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E45F1C)(controller_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::LayoutComplete_991() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::GraphicUpdateComplete_992() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::GetHashCode_993() { const VirtualInvokeData& Data = this->ClassPtr->VTable[2]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Equals_994(DLL2SDK::mscorlib::System::Object* obj_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[0]; return reinterpret_cast(Data.methodPtr)(this, obj_, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ToString_995() { const VirtualInvokeData& Data = this->ClassPtr->VTable[3]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_s_Rebuilders_m__0_996(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder* x_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46358)(x_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_StripDisabledBehavioursFromList_m__1_997(DLL2SDK::UnityEngine::UnityEngine::Component* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46380)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__2_998(DLL2SDK::UnityEngine::UnityEngine::Component* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46474)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__3_999(DLL2SDK::UnityEngine::UnityEngine::Component* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E46594)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__4_1000(DLL2SDK::UnityEngine::UnityEngine::Component* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E466B4)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__5_1001(DLL2SDK::UnityEngine::UnityEngine::Component* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E467D4)(e_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::_ctor_802() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E62DE0)(this); } DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_cachedTextGenerator_803() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E62F00)(this); } DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_cachedTextGeneratorForLayout_804() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63010)(this); } DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_mainTexture_805() { const VirtualInvokeData& Data = this->ClassPtr->VTable[35]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::FontTextureChanged_806() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63318)(this); } DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_font_807() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E632EC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_font_808(DLL2SDK::UnityEngine::UnityEngine::Font* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E634C8)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_text_809() { const VirtualInvokeData& Data = this->ClassPtr->VTable[71]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_text_810(DLL2SDK::mscorlib::System::String* value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[72]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_supportRichText_811() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E637D4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_supportRichText_812(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63800)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextForBestFit_813() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63880)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextForBestFit_814(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E638AC)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextMinSize_815() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6392C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextMinSize_816(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63958)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextMaxSize_817() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E639D4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextMaxSize_818(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63A00)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_alignment_819() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63A7C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_alignment_820(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63AA8)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_alignByGeometry_821() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63B24)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_alignByGeometry_822(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63B50)(this, value_); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_fontSize_823() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63BBC)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_fontSize_824(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63BE8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_horizontalOverflow_825() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63C64)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_horizontalOverflow_826(DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63C90)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_verticalOverflow_827() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63D0C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_verticalOverflow_828(DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63D38)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_lineSpacing_829() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63DB4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_lineSpacing_830(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63DE0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::FontStyle DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_fontStyle_831() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63E74)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_fontStyle_832(DLL2SDK::UnityEngine::UnityEngine::FontStyle value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63EA0)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_pixelsPerUnit_833() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E63F1C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::OnEnable_834() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::OnDisable_835() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::UpdateGeometry_836() { const VirtualInvokeData& Data = this->ClassPtr->VTable[40]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::AssignDefaultFont_837() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E64360)(this); } DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::GetGenerationSettings_838(DLL2SDK::UnityEngine::UnityEngine::Vector2 extents_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E64400)(this, extents_); } DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::GetTextAnchorPivot_839(DLL2SDK::UnityEngine::UnityEngine::TextAnchor anchor_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E646F4)(anchor_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::OnPopulateMesh_840(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[43]; return reinterpret_cast(Data.methodPtr)(this, toFill_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::CalculateLayoutInputHorizontal_841() { const VirtualInvokeData& Data = this->ClassPtr->VTable[73]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::CalculateLayoutInputVertical_842() { const VirtualInvokeData& Data = this->ClassPtr->VTable[74]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_minWidth_843() { const VirtualInvokeData& Data = this->ClassPtr->VTable[75]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_preferredWidth_844() { const VirtualInvokeData& Data = this->ClassPtr->VTable[76]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_flexibleWidth_845() { const VirtualInvokeData& Data = this->ClassPtr->VTable[77]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_minHeight_846() { const VirtualInvokeData& Data = this->ClassPtr->VTable[78]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_preferredHeight_847() { const VirtualInvokeData& Data = this->ClassPtr->VTable[79]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_flexibleHeight_848() { const VirtualInvokeData& Data = this->ClassPtr->VTable[80]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_layoutPriority_849() { const VirtualInvokeData& Data = this->ClassPtr->VTable[81]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::_cctor_850() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E653FC)(); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::_ctor_719() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C040)(this); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::get_onClick_720() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C110)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::set_onClick_721(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C118)(this, value_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::Press_722() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C120)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::OnPointerClick_723(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[41]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::OnSubmit_724(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::OnFinishSubmit_725() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E1C240)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::_ctor_672() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F46C)(this); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_fillRect_673() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F5E8)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_fillRect_674(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F5F0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_handleRect_675() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FD14)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_handleRect_676(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FD1C)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Direction DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_direction_677() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FDC4)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_direction_678(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Direction value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FDCC)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_minValue_679() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FE6C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_minValue_680(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FE74)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_maxValue_681() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FF44)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_maxValue_682(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FF4C)(this, value_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_wholeNumbers_683() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60008)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_wholeNumbers_684(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60010)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_value_685() { const VirtualInvokeData& Data = this->ClassPtr->VTable[46]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_value_686(float value_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[47]; return reinterpret_cast(Data.methodPtr)(this, value_, Data.method); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_normalizedValue_687() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60244)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_normalizedValue_688(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60384)(this, value_); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_onValueChanged_689() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6046C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_onValueChanged_690(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60474)(this, value_); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_stepSize_691() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6047C)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::Rebuild_692(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate executing_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[48]; return reinterpret_cast(Data.methodPtr)(this, executing_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::LayoutComplete_693() { const VirtualInvokeData& Data = this->ClassPtr->VTable[49]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::GraphicUpdateComplete_694() { const VirtualInvokeData& Data = this->ClassPtr->VTable[50]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnEnable_695() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnDisable_696() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnDidApplyAnimationProperties_697() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UpdateCachedReferences_698() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F698)(this); } float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::ClampValue_699(float input_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6087C)(this, input_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::Set_700(float input_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5FF30)(this, input_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::Set_701(float input_, bool sendCallback_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[51]; return reinterpret_cast(Data.methodPtr)(this, input_, sendCallback_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnRectTransformDimensionsChange_702() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Axis DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_axis_703() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60A4C)(this); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_reverseValue_704() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60A38)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UpdateVisuals_705() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E5F960)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UpdateDrag_706(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::UnityEngine::UnityEngine::Camera* cam_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60B84)(this, eventData_, cam_); } bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::MayDrag_707(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E60F18)(this, eventData_); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnPointerDown_708(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[32]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnDrag_709(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[52]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnMove_710(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[31]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::FindSelectableOnLeft_711() { const VirtualInvokeData& Data = this->ClassPtr->VTable[27]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::FindSelectableOnRight_712() { const VirtualInvokeData& Data = this->ClassPtr->VTable[28]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::FindSelectableOnUp_713() { const VirtualInvokeData& Data = this->ClassPtr->VTable[29]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::FindSelectableOnDown_714() { const VirtualInvokeData& Data = this->ClassPtr->VTable[30]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnInitializePotentialDrag_715(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[53]; return reinterpret_cast(Data.methodPtr)(this, eventData_, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::SetDirection_716(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Direction direction_, bool includeRectLayouts_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4E6170C)(this, direction_, includeRectLayouts_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UnityEngine_UI_ICanvasElement_get_transform_717() { const VirtualInvokeData& Data = this->ClassPtr->VTable[42]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::Physics2DRaycaster::_ctor_1564() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x3E13008)(this); } void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::Physics2DRaycaster::Raycast_1565(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_, DLL2SDK::mscorlib::System::Collections::Generic::List_1* resultAppendList_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[17]; return reinterpret_cast*, void*)>(Data.methodPtr)(this, eventData_, resultAppendList_, Data.method); }