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codm/sdk/UnityEngine_UI/UnityEngine_UI.cpp

7750 lines
466 KiB

//generated with dll2sdk
#include "UnityEngine_UI.hpp"
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial_MatEntry::_ctor_5()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial_MatEntry*)>(DLL2SDK::GameAssemblyBase + 0x4E62A28)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent::_ctor_97()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E56EB0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle_ToggleEvent::_ctor_118()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle_ToggleEvent*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(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<wchar_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*, DLL2SDK::mscorlib::System::String*, int32_t, wchar_t, void*)>(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<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*, DLL2SDK::mscorlib::System::String*, int32_t, wchar_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(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<wchar_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent::_ctor_364()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E37CDC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent::_ctor_365()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E37D60)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0::_ctor_366()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__CaretBlink_c__Iterator0*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1::_ctor_372()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField__MouseDragOutsideRect_c__Iterator1*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::_ctor_448()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*)>(DLL2SDK::GameAssemblyBase + 0x3E24D68)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_text_449()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(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::UnityEngine_UI::UnityEngine::UI::Image*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E22638)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::get_rectTransform_453()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*)>(DLL2SDK::GameAssemblyBase + 0x3E2386C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem::set_rectTransform_454(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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::UnityEngine_UI::UnityEngine::UI::Toggle*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_459()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*)>(DLL2SDK::GameAssemblyBase + 0x3E249AC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_460(DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E21C38)(this, text_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::_ctor_461(DLL2SDK::UnityEngine::UnityEngine::Sprite* image_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x3E21DBC)(this, image_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::get_text_462()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*)>(DLL2SDK::GameAssemblyBase + 0x3E21968)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::set_text_463(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E24F34)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::get_image_464()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*)>(DLL2SDK::GameAssemblyBase + 0x3E21970)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData::set_image_465(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x3E24F3C)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList::_ctor_466()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList*)>(DLL2SDK::GameAssemblyBase + 0x3E2107C)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList::get_options_467()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>*(*)(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionDataList*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>*)>(DLL2SDK::GameAssemblyBase + 0x3E215A8)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent::_ctor_469()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E21128)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1::_ctor_470()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1*)>(DLL2SDK::GameAssemblyBase + 0x3E23874)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1::__m__0_471(bool x_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__Show_c__AnonStorey1*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E24D34)(this, x_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0::_ctor_472()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown__DelayedDestroyDropdownList_c__Iterator0*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent::_ctor_636()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E5450C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0::_ctor_637()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar__ClickRepeat_c__Iterator0*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent::_ctor_668()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E4919C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent::_ctor_718()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E5F564)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent::_ctor_726()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E1C108)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0::_ctor_727()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button__OnFinishSubmit_c__Iterator0*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0::_ctor_1107()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*, void*)>(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<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup__DelayedSetDirty_c__Iterator0*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, void*)>(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<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast3DCallback*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(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<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, int32_t, void*)>(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<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_Raycast2DCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4E5419C)(this, object_, method_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* 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::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(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<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_RaycastAllCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, r_, f_, i_, callback_, object_, Data.method);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* 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::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4E539B0)(this, object_, method_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* 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::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(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<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache_GetRayIntersectionAllCallback*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, r_, f_, i_, callback_, object_, Data.method);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* 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::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenCallback*)>(DLL2SDK::GameAssemblyBase + 0x3E20B3C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween_FloatTweenCallback::_ctor_1231()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween_FloatTweenCallback*)>(DLL2SDK::GameAssemblyBase + 0x3E20EB0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_TriggerEvent::_ctor_1303()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_TriggerEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E1033C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::_ctor_1422()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E171D4)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::PressedThisFrame_1423()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E171DC)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData::ReleasedThisFrame_1424()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E171F4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::_ctor_1268()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x3E0B9D8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::Awake_1269()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnEnable_1270()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::Start_1271()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDisable_1272()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDestroy_1273()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::IsActive_1274()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnRectTransformDimensionsChange_1275()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnBeforeTransformParentChanged_1276()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnTransformParentChanged_1277()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnDidApplyAnimationProperties_1278()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnCanvasGroupChanged_1279()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[14];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::OnCanvasHierarchyChanged_1280()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour::IsDestroyed_1281()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[16];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::UIBehaviour*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::_ctor_1546()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::OnEnable_1553()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster::OnDisable_1554()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::get_gameObject_1243()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult*)>(DLL2SDK::GameAssemblyBase + 0x3E174FC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::set_gameObject_1244(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E17504)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::get_isValid_1245()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult*)>(DLL2SDK::GameAssemblyBase + 0x3E17618)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult::ToString_1246()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult*)>(DLL2SDK::GameAssemblyBase + 0x3E17620)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::_ctor_1500()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E0B6A4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::Reset_1501()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData::Use_1502()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AbstractEventData*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData::_ctor_1504(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0B714)(this, eventSystem_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData::set_selectedObject_1505(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E0B750)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput::_ctor_1479()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, DLL2SDK::UnityEngine::UnityEngine::Vector2, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, int32_t, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, int32_t, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, int32_t, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Touch(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, int32_t, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, DLL2SDK::mscorlib::System::String*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, buttonName_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::_ctor_1460()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E0C4D4)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::get_input_1461()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E0C580)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::get_eventSystem_1462()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E0C884)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::OnEnable_1463()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::OnDisable_1464()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>* candidates_)
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>*)>(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::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection(*)(float, float)>(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::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection(*)(float, float, float)>(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::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, float, float, float, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, int32_t, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::DeactivateModule_1475()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[22];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::ActivateModule_1476()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[23];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::UpdateModule_1477()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[24];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule::IsModuleSupported_1478()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[25];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::_ctor_1398()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, int32_t, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine::UnityEngine::Touch, bool*, bool*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_FramePressState(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, int32_t)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, int32_t, void*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, int32_t)>(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<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, int32_t, void*)>(Data.methodPtr)(this, pointerId_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule::ClearSelection_1411()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule*, DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E17050)(this, currentOverGo_, pointerEvent_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::_ctor_1383()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19C5C)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::get_allowActivationOnStandalone_1384()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19C60)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::set_allowActivationOnStandalone_1385(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E19C68)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::get_forceModuleActive_1386()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19C70)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::set_forceModuleActive_1387(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E19C78)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::UpdateModule_1388()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[24];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::IsModuleSupported_1389()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[25];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ShouldActivateModule_1390()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[21];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::UseFakeInput_1391()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19E18)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::Process_1392()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::FakeTouches_1393()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19E80)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule::ProcessTouchEvents_1394()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::TouchInputModule*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerEnterHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerExitHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerDownHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerUpHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerClickHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IInitializePotentialDragHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IBeginDragHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDragHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEndDragHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDropHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IScrollHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IUpdateSelectedHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISelectHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDeselectHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IMoveHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISubmitHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ICancelHandler*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E117F0)(handler_, eventData_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerEnterHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerEnterHandler_1353()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerEnterHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0D9FC)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerExitHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerExitHandler_1354()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerExitHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0D944)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerDownHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerDownHandler_1355()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerDownHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E118E8)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerUpHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerUpHandler_1356()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerUpHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11998)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerClickHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_pointerClickHandler_1357()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IPointerClickHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11A48)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IInitializePotentialDragHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_initializePotentialDrag_1358()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IInitializePotentialDragHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11AF8)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IBeginDragHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_beginDragHandler_1359()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IBeginDragHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11BA8)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDragHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_dragHandler_1360()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDragHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11C58)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEndDragHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_endDragHandler_1361()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEndDragHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11D08)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDropHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_dropHandler_1362()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDropHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11DB8)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IScrollHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_scrollHandler_1363()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IScrollHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11E68)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IUpdateSelectedHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_updateSelectedHandler_1364()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IUpdateSelectedHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11F18)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISelectHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_selectHandler_1365()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISelectHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0E8FC)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDeselectHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_deselectHandler_1366()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IDeselectHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0E84C)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IMoveHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_moveHandler_1367()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IMoveHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E11FC8)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISubmitHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_submitHandler_1368()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ISubmitHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E12078)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ICancelHandler*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::get_cancelHandler_1369()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents_EventFunction_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ICancelHandler*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E12128)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::GetEventChain_1370(DLL2SDK::UnityEngine::UnityEngine::GameObject* root_, DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::Transform*>* eventChain_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::Transform*>*)>(DLL2SDK::GameAssemblyBase + 0x3E121D8)(root_, eventChain_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::_cctor_1377()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E12418)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::ExecuteEvents::_s_HandlerListPool_m__0_1378(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEventSystemHandler*>* l_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::IEventSystemHandler*>*)>(DLL2SDK::GameAssemblyBase + 0x3E12F70)(l_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::_ctor_1305()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E5CC)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_current_1306()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0E690)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_current_1307(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E740)(value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_sendNavigationEvents_1308()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E7F4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_sendNavigationEvents_1309(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E0E7FC)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_pixelDragThreshold_1310()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E804)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_pixelDragThreshold_1311(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E0E80C)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_currentInputModule_1312()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E814)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_firstSelectedGameObject_1313()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E81C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::set_firstSelectedGameObject_1314(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E0E824)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_currentSelectedGameObject_1315()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E82C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_lastSelectedGameObject_1316()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E834)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_isFocused_1317()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E83C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::UpdateModules_1318()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0C930)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::get_alreadySelecting_1319()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0E9AC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::SetSelectedGameObject_1322(DLL2SDK::UnityEngine::UnityEngine::GameObject* selected_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>* raycastResults_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>*)>(DLL2SDK::GameAssemblyBase + 0x3E0EF44)(this, eventData_, raycastResults_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::IsPointerOverGameObject_1325()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0F230)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::IsPointerOverGameObject_1326(int32_t pointerId_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E0F238)(this, pointerId_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::OnEnable_1327()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::OnDisable_1328()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::TickModules_1329()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::ChangeEventModule_1332(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule* module_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInputModule*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem::_cctor_1334()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0FED4)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::_ctor_1282()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*)>(DLL2SDK::GameAssemblyBase + 0x3E0FFD0)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger::get_triggers_1283()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry*>*(*)(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry*>*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTriggerType, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*)>(DLL2SDK::GameAssemblyBase + 0x3E0E254)(baseRaycaster_);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*>* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::GetRaycasters_1248()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E0F180)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::RemoveRaycasters_1249(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster* baseRaycaster_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseRaycaster*)>(DLL2SDK::GameAssemblyBase + 0x3E0E460)(baseRaycaster_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycasterManager::_cctor_1250()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E173E8)();
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_startValue_1218()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20C4C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_startValue_1219(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20C54)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_targetValue_1220()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20C5C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_targetValue_1221(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20C64)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_duration_1222()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20C74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_duration_1223(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20C7C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::get_ignoreTimeScale_1224()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20C8C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::set_ignoreTimeScale_1225(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E20C94)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::TweenValue_1226(float floatPercentage_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20DD0)(this, floatPercentage_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::AddOnChangedCallback_1227(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<float>* callback_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<float>*)>(DLL2SDK::GameAssemblyBase + 0x3E20F34)(this, callback_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::GetIgnoreTimescale_1228()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20F3C)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::GetDuration_1229()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20F44)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween::ValidTarget_1230()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::FloatTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20F4C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_startColor_1202()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20898)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_startColor_1203(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x3E208A8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_targetColor_1204()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E208C0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_targetColor_1205(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, DLL2SDK::UnityEngine::UnityEngine::Color)>(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::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween_ColorTweenMode)>(DLL2SDK::GameAssemblyBase + 0x3E208F0)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_duration_1208()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20900)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_duration_1209(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20908)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::get_ignoreTimeScale_1210()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20918)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::set_ignoreTimeScale_1211(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E20920)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::TweenValue_1212(float floatPercentage_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, float)>(DLL2SDK::GameAssemblyBase + 0x3E20A5C)(this, floatPercentage_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::AddOnChangedCallback_1213(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::Color>* callback_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x3E20BC0)(this, callback_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::GetIgnoreTimescale_1214()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20BC8)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::GetDuration_1215()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20BD0)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween::ValidTarget_1216()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CoroutineTween::ColorTween*)>(DLL2SDK::GameAssemblyBase + 0x3E20BD8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::_ctor_1174()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache*)>(DLL2SDK::GameAssemblyBase + 0x4E52914)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::get_Singleton_1175()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache*(*)()>(DLL2SDK::GameAssemblyBase + 0x4E537D0)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ReflectionMethodsCache::_cctor_1176()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4E5392C)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_ctor_1154()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*)>(DLL2SDK::GameAssemblyBase + 0x4E66814)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_ctor_1155(DLL2SDK::UnityEngine::UnityEngine::Mesh* m_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4E66A74)(this, m_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::Clear_1156()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*)>(DLL2SDK::GameAssemblyBase + 0x4E511D4)(this);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::get_currentVertCount_1157()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*)>(DLL2SDK::GameAssemblyBase + 0x4E5054C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::PopulateUIVertex_1158(DLL2SDK::UnityEngine::UnityEngine::UIVertex* vertex_, int32_t i_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::UIVertex*, int32_t)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::UIVertex, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E502F4)(this, vertex_, i_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::FillMesh_1160(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4E66F10)(this, mesh_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::Dispose_1161()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color32, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color32, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4E513AC)(this, position_, color_, uv0_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddVert_1164(DLL2SDK::UnityEngine::UnityEngine::UIVertex v_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::UIVertex)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E51504)(this, idx0_, idx1_, idx2_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddUIVertexQuad_1166(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*)>(DLL2SDK::GameAssemblyBase + 0x4E6501C)(this, verts_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::AddUIVertexTriangleStream_1167(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*)>(DLL2SDK::GameAssemblyBase + 0x4E5F41C)(this, verts_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::GetUIVertexStream_1168(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* stream_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*)>(DLL2SDK::GameAssemblyBase + 0x4E5F3CC)(this, stream_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper::_cctor_1169()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4E67624)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::_ctor_1131()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*)>(DLL2SDK::GameAssemblyBase + 0x3E1BAF4)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::get_graphic_1132()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*)>(DLL2SDK::GameAssemblyBase + 0x3E1BAFC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnEnable_1133()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnDisable_1134()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect::OnDidApplyAnimationProperties_1135()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::BaseMeshEffect*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, void*)>(Data.methodPtr)(this, mesh_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::_ctor_1142()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*)>(DLL2SDK::GameAssemblyBase + 0x4E5E8C4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_effectColor_1143()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*)>(DLL2SDK::GameAssemblyBase + 0x4E5E95C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_effectColor_1144(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E5E96C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_effectDistance_1145()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*)>(DLL2SDK::GameAssemblyBase + 0x4E5EA90)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_effectDistance_1146(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4E5EAA4)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::get_useGraphicAlpha_1147()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*)>(DLL2SDK::GameAssemblyBase + 0x4E5EC40)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::set_useGraphicAlpha_1148(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5EC48)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow::ApplyShadowZeroAlloc_1149(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, int32_t start_, int32_t end_, float x_, float y_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*, 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<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, int32_t start_, int32_t end_, float x_, float y_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*, 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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Shadow*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(Data.methodPtr)(this, vh_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::PositionAsUV1::_ctor_1138()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::PositionAsUV1*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::PositionAsUV1*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(Data.methodPtr)(this, vh_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::_ctor_1072()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2CA30)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_padding_1073()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2D6D8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::set_padding_1074(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x3E43FCC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_childAlignment_1075()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextAnchor(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E4405C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::set_childAlignment_1076(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::TextAnchor)>(DLL2SDK::GameAssemblyBase + 0x3E44064)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_rectTransform_1077()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2D9EC)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::RectTransform*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_rectChildren_1078()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::RectTransform*>*(*)(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnEnable_1090()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnDisable_1091()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnDidApplyAnimationProperties_1092()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalMinSize_1093(int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2F8BC)(this, axis_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalPreferredSize_1094(int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2F8B0)(this, axis_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetTotalFlexibleSize_1095(int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2F8A4)(this, axis_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetStartOffset_1096(int32_t axis_, float requiredSpaceWithoutPadding_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x3E2E4DC)(this, axis_, requiredSpaceWithoutPadding_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::GetAlignmentOnAxis_1097(int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, int32_t)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, float, float, float, int32_t)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t, float)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x3E2E634)(this, rect_, axis_, pos_, size_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::get_isRootLayoutGroup_1101()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E44348)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnRectTransformDimensionsChange_1102()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::OnTransformChildrenChanged_1103()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[39];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup::SetDirty_1105()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*)>(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::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E44538)(this, rectTransform_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::_ctor_1057()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1AEF8)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter_AspectMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_aspectMode_1058()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter_AspectMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter_AspectMode)>(DLL2SDK::GameAssemblyBase + 0x3E1AF18)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_aspectRatio_1060()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1AFBC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::set_aspectRatio_1061(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1AFC4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::get_rectTransform_1062()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1B064)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnEnable_1063()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnDisable_1064()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::OnRectTransformDimensionsChange_1065()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::UpdateRect_1066()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1B554)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::GetSizeDeltaToProduceSize_1067(float size_, int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E1B9EC)(this, size_, axis_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::GetParentSize_1068()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1B870)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetLayoutHorizontal_1069()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[19];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetLayoutVertical_1070()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[20];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter::SetDirty_1071()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AspectRatioFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E1AFB8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::_ctor_1033()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*)>(DLL2SDK::GameAssemblyBase + 0x3E439E0)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::get_ignoreLayout_1034()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[27];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::CalculateLayoutInputVertical_1037()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[30];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, float, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnEnable_1051()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnTransformParentChanged_1052()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnDisable_1053()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnDidApplyAnimationProperties_1054()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::OnBeforeTransformParentChanged_1055()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement::SetDirty_1056()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutElement*)>(DLL2SDK::GameAssemblyBase + 0x3E43AB4)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinSize_1014(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t)>(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<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t)>(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<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2F8C8)(rect_, axis_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinWidth_1017(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E468F4)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetPreferredWidth_1018(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E46B34)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetFlexibleWidth_1019(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E46F64)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetMinHeight_1020(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E46A14)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetPreferredHeight_1021(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E46D4C)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetFlexibleHeight_1022(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E47084)(rect_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutUtility::GetLayoutProperty_1023(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::System_Core::System::Func_2<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*, float>* property_, float defaultValue_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::System_Core::System::Func_2<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*, float>*, 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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*, float>* property_, float defaultValue_, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement* source_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::System_Core::System::Func_2<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*, float>*, 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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ILayoutElement*)>(DLL2SDK::GameAssemblyBase + 0x3E47CAC)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::_ctor_944()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C4BC)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScaleMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_uiScaleMode_945()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScaleMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScaleMode)>(DLL2SDK::GameAssemblyBase + 0x3E1C558)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_referencePixelsPerUnit_947()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C560)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_referencePixelsPerUnit_948(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C568)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_scaleFactor_949()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C570)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_scaleFactor_950(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C578)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_referenceResolution_951()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C630)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_referenceResolution_952(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScreenMatchMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_ScreenMatchMode)>(DLL2SDK::GameAssemblyBase + 0x3E1C7B8)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_matchWidthOrHeight_955()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C7C0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_matchWidthOrHeight_956(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(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::UnityEngine_UI::UnityEngine::UI::CanvasScaler_Unit(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler_Unit)>(DLL2SDK::GameAssemblyBase + 0x3E1C7D8)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_fallbackScreenDPI_959()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C7E0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_fallbackScreenDPI_960(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C7E8)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_defaultSpriteDPI_961()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C7F0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_defaultSpriteDPI_962(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C7F8)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::get_dynamicPixelsPerUnit_963()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*)>(DLL2SDK::GameAssemblyBase + 0x3E1C8AC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::set_dynamicPixelsPerUnit_964(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C8B4)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::OnEnable_965()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::OnDisable_966()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::Update_967()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::Handle_968()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[18];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleWorldCanvas_969()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[19];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleConstantPixelSize_970()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[20];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleScaleWithScreenSize_971()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[21];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::HandleConstantPhysicalSize_972()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[22];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::SetScaleFactor_973(float scaleFactor_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C980)(this, scaleFactor_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler::SetReferencePixelsPerUnit_974(float referencePixelsPerUnit_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasScaler*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1C9D0)(this, referencePixelsPerUnit_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::_ctor_930()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2E774)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_spacing_931()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2F298)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_spacing_932(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, float)>(DLL2SDK::GameAssemblyBase + 0x3E2F2A0)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childForceExpandWidth_933()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2F330)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childForceExpandWidth_934(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2F338)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childForceExpandHeight_935()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2F3C8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childForceExpandHeight_936(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2F3D0)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childControlWidth_937()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2F460)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childControlWidth_938(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2F468)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::get_childControlHeight_939()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2F4F8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::set_childControlHeight_940(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2F500)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::CalcAlongAxis_941(int32_t axis_, bool isVertical_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2E7B0)(this, axis_, isVertical_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup::SetChildrenAlongAxis_942(int32_t axis_, bool isVertical_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, int32_t, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalOrVerticalLayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t, bool, bool, float*, float*, float*)>(DLL2SDK::GameAssemblyBase + 0x3E2F590)(this, child_, axis_, controlSize_, childForceExpand_, min_, preferred_, flexible_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::_ctor_925()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E67710)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::CalculateLayoutInputHorizontal_926()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[28];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::CalculateLayoutInputVertical_927()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[29];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::SetLayoutHorizontal_928()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[37];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup::SetLayoutVertical_929()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[38];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VerticalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::_ctor_920()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2E75C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::CalculateLayoutInputHorizontal_921()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[28];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::CalculateLayoutInputVertical_922()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[29];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::SetLayoutHorizontal_923()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[37];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup::SetLayoutVertical_924()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[38];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::HorizontalLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::_ctor_907()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E2034C)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::get_horizontalFit_908()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode)>(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::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter_FitMode)>(DLL2SDK::GameAssemblyBase + 0x3E204D4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::get_rectTransform_912()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E20574)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnEnable_913()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnDisable_914()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::OnRectTransformDimensionsChange_915()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::HandleSelfFittingAlongAxis_916(int32_t axis_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2071C)(this, axis_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetLayoutHorizontal_917()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[19];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetLayoutVertical_918()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[20];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter::SetDirty_919()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ContentSizeFitter*)>(DLL2SDK::GameAssemblyBase + 0x3E20404)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::_ctor_889()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2C9B0)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Corner DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_startCorner_890()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Corner(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Corner)>(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::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Axis(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Axis)>(DLL2SDK::GameAssemblyBase + 0x3E2CC2C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_cellSize_894()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2CCBC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_cellSize_895(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E2CCD0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_spacing_896()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2CD74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_spacing_897(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Constraint(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup_Constraint)>(DLL2SDK::GameAssemblyBase + 0x3E2CE34)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::get_constraintCount_900()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x3E2CEC4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::set_constraintCount_901(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2CECC)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::CalculateLayoutInputHorizontal_902()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[28];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::CalculateLayoutInputVertical_903()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[29];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetLayoutHorizontal_904()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[37];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetLayoutVertical_905()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[38];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup::SetCellsAlongAxis_906(int32_t axis_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GridLayoutGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E2DADC)(this, axis_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::Clipping::FindCullAndClipWorldRect_881(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*>* rectMaskParents_, bool* validRect_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*>*, 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::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x3E1F9E0)(a_, b_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectangularVertexClipper::_ctor_879()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectangularVertexClipper*)>(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::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectangularVertexClipper*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x4E516B8)(this, t_, c_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::_ctor_874()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E1F3BC)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::get_instance_875()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1E2B0)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Cull_876()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E1E370)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Register_877(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper* c_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper*)>(DLL2SDK::GameAssemblyBase + 0x3E1F468)(c_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ClipperRegistry::Unregister_878(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper* c_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClipper*)>(DLL2SDK::GameAssemblyBase + 0x3E1F514)(c_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::_ctor_856()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E1D008)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::get_instance_857()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1D114)();
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::ObjectValidForUpdate_858(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1D270)(this, element_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::CleanInvalidItems_859()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E1D39C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::PerformUpdate_860()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E1D7B8)(this);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::ParentCount_861(DLL2SDK::UnityEngine::UnityEngine::Transform* child_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1E63C)(x_, y_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::RegisterCanvasElementForLayoutRebuild_863(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1E804)(element_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::TryRegisterCanvasElementForLayoutRebuild_864(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1E99C)(element_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalRegisterCanvasElementForLayoutRebuild_865(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1E8BC)(this, element_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::RegisterCanvasElementForGraphicRebuild_866(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1EA54)(element_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalRegisterCanvasElementForGraphicRebuild_867(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1EB0C)(this, element_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::UnRegisterCanvasElementForRebuild_868(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1EC6C)(element_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalUnRegisterCanvasElementForLayoutRebuild_869(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1ED38)(this, element_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::InternalUnRegisterCanvasElementForGraphicRebuild_870(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement* element_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ICanvasElement*)>(DLL2SDK::GameAssemblyBase + 0x3E1EF50)(this, element_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::IsRebuildingLayout_871()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1F168)();
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::IsRebuildingGraphics_872()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1F214)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdateRegistry::_cctor_873()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1F2C0)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::_ctor_733()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E25D08)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_defaultGraphicMaterial_734()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(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<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Color, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, bool, void*)>(Data.methodPtr)(this, value_, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_useLegacyMeshGeneration_739()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E26068)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::set_useLegacyMeshGeneration_740(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E25E34)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetAllDirty_741()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[26];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetLayoutDirty_742()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[27];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetVerticesDirty_743()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[28];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetMaterialDirty_744()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[29];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnRectTransformDimensionsChange_745()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnBeforeTransformParentChanged_746()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnTransformParentChanged_747()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_depth_748()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(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<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Canvas* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_canvas_750()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Canvas*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E265E8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::CacheCanvas_751()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E269B4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_canvasRenderer_752()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Material*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnEnable_758()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnDisable_759()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnCanvasHierarchyChanged_760()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::GraphicUpdateComplete_763()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[38];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UpdateMaterial_764()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[39];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UpdateGeometry_765()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[40];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::DoMeshGeneration_766()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E280F0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::DoLegacyMeshGeneration_767()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E27BE8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::get_workerMesh_768()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E28684)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::OnFillVBO_769(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* vbo_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[41];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*, 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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::SetNativeSize_773()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[44];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E2954C)(this, point_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::GetPixelAdjustedRect_776()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Color, float, bool, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Color, float, bool, bool, bool, void*)>(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::UnityEngine::UnityEngine::Color(*)(float)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, float, float, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E29C98)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyLayoutCallback_782(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E29E24)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::RegisterDirtyVerticesCallback_783(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E29FB0)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyVerticesCallback_784(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E2A13C)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::RegisterDirtyMaterialCallback_785(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E2A2C8)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::UnregisterDirtyMaterialCallback_786(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x3E2A454)(this, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic::_cctor_787()
{
return reinterpret_cast<void(*)()>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::_ctor_789()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_ignoreReversedGraphics_792()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*)>(DLL2SDK::GameAssemblyBase + 0x3E2A914)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::set_ignoreReversedGraphics_793(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, bool)>(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::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster_BlockingObjects(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster_BlockingObjects)>(DLL2SDK::GameAssemblyBase + 0x3E2A92C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Canvas* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::get_canvas_796()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Canvas*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>* resultAppendList_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>*, 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<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>* foundGraphics_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>* results_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>*)>(DLL2SDK::GameAssemblyBase + 0x3E2BE10)(canvas_, eventCamera_, pointerPosition_, foundGraphics_, results_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRaycaster::_cctor_800()
{
return reinterpret_cast<void(*)()>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E2C698)(g1_, g2_);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_highlightedSprite_197()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState*)>(DLL2SDK::GameAssemblyBase + 0x4E619B0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_pressedSprite_198()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState*)>(DLL2SDK::GameAssemblyBase + 0x4E619B8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::get_disabledSprite_199()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState*)>(DLL2SDK::GameAssemblyBase + 0x4E619C0)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState::Equals_200(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState)>(DLL2SDK::GameAssemblyBase + 0x4E61B3C)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_normalColor_173()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FC94)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_highlightedColor_174()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FCB4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_pressedColor_175()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FCD4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_disabledColor_176()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FCF4)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_colorMultiplier_177()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FD0C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::set_colorMultiplier_178(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1FD14)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_fadeDuration_179()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E1FD1C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::set_fadeDuration_180(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*, float)>(DLL2SDK::GameAssemblyBase + 0x3E1FD24)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::get_defaultColorBlock_181()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock(*)()>(DLL2SDK::GameAssemblyBase + 0x3E1FD2C)();
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::Equals_182(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x3E201C4)(this, obj_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::Equals_183(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock)>(DLL2SDK::GameAssemblyBase + 0x3E201CC)(this, other_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock::GetHashCode_184()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock*)>(DLL2SDK::GameAssemblyBase + 0x3E20344)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation_Mode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_mode_378()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation_Mode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation_Mode)>(DLL2SDK::GameAssemblyBase + 0x3E4B070)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnUp_380()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*)>(DLL2SDK::GameAssemblyBase + 0x3E4B080)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnUp_381(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x3E4B088)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnDown_382()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*)>(DLL2SDK::GameAssemblyBase + 0x3E4B098)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnDown_383(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x3E4B0A0)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnLeft_384()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*)>(DLL2SDK::GameAssemblyBase + 0x3E4B0B0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnLeft_385(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x3E4B0B8)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_selectOnRight_386()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*)>(DLL2SDK::GameAssemblyBase + 0x3E4B0C8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::set_selectOnRight_387(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x3E4B0D0)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::get_defaultNavigation_388()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation(*)()>(DLL2SDK::GameAssemblyBase + 0x3E4B0D8)();
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation::Equals_389(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation)>(DLL2SDK::GameAssemblyBase + 0x3E4B390)(this, other_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::_ctor_478()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E54590)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_allSelectables_479()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x4E5C168)();
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_navigation_480()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E562B4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_navigation_481(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Navigation)>(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::UnityEngine_UI::UnityEngine::UI::Selectable_Transition(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_Transition)>(DLL2SDK::GameAssemblyBase + 0x4E5C300)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_colors_484()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C3A4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_colors_485(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ColorBlock)>(DLL2SDK::GameAssemblyBase + 0x4E5C3BC)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_spriteState_486()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C508)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_spriteState_487(DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::SpriteState)>(DLL2SDK::GameAssemblyBase + 0x4E5C51C)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_animationTriggers_488()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C5E4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_animationTriggers_489(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x4E5C5EC)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_targetGraphic_490()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C690)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_targetGraphic_491(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x4E5C698)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_interactable_492()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C73C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_interactable_493(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5C744)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_isPointerInside_494()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CA1C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_isPointerInside_495(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5CA24)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_isPointerDown_496()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CA2C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_isPointerDown_497(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5CA34)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_hasSelection_498()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CA3C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_hasSelection_499(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5CA44)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_image_500()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CA4C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::set_image_501(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x4E5CB04)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::get_animator_502()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Animator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CB0C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::Awake_503()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnCanvasGroupChanged_504()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[14];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsInteractable_505()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[24];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnDidApplyAnimationProperties_506()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnEnable_507()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnSetProperty_508()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5C2F0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::OnDisable_509()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5CF5C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::InstantClearState_511()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[25];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState, bool, void*)>(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::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(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::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine::UnityEngine::Color, bool)>(DLL2SDK::GameAssemblyBase + 0x4E5D018)(this, targetColor_, instant_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::DoSpriteSwap_522(DLL2SDK::UnityEngine::UnityEngine::Sprite* newSprite_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4E5D160)(this, newSprite_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::TriggerAnimation_523(DLL2SDK::mscorlib::System::String* triggername_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4E5D24C)(this, triggername_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsHighlighted_524(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x4E5E1C8)(this, eventData_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsPressed_525(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x4E5E4FC)(this, eventData_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::IsPressed_526()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*)>(DLL2SDK::GameAssemblyBase + 0x4E5E4B0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::UpdateSelectionState_527(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x4E5C9B4)(this, eventData_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::EvaluateAndTransitionToSelectionState_528(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData* eventData_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*)>(DLL2SDK::GameAssemblyBase + 0x4E5E548)(this, eventData_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::InternalEvaluateAndTransitionToSelectionState_529(bool instant_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable::_cctor_537()
{
return reinterpret_cast<void(*)()>(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<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E5E854)(currentValue_, newValue_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::_ctor_649()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*)>(DLL2SDK::GameAssemblyBase + 0x3E2F920)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_onCullStateChanged_650()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic_CullStateChangedEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E49228)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_maskable_652()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*)>(DLL2SDK::GameAssemblyBase + 0x3E49230)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::set_maskable_653(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, bool)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, DLL2SDK::UnityEngine::UnityEngine::Material*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, DLL2SDK::UnityEngine::UnityEngine::Rect, bool, void*)>(Data.methodPtr)(this, clipRect_, validRect_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::UpdateCull_656(bool cull_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, DLL2SDK::UnityEngine::UnityEngine::Rect, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnDisable_659()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnTransformParentChanged_660()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::ParentMaskStateChanged_661()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[59];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::OnCanvasHierarchyChanged_662()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::get_rootCanvasRect_663()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*)>(DLL2SDK::GameAssemblyBase + 0x3E494F8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::UpdateClipParent_664()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*)>(DLL2SDK::GameAssemblyBase + 0x3E49A58)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::RecalculateClipping_665()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[60];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic::RecalculateMasking_666()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[61];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskableGraphic*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::_ctor_643()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry*)>(DLL2SDK::GameAssemblyBase + 0x3E2C6F8)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::get_instance_644()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry*(*)()>(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<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(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<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E266A8)(c_, graphic_);
}
DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::GetGraphicsForCanvas_647(DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x3E2BCC4)(canvas_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::GraphicRegistry::_cctor_648()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E2C900)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::_ctor_595()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E5440C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_handleRect_596()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E546C4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_handleRect_597(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction)>(DLL2SDK::GameAssemblyBase + 0x4E54B28)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_value_600()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E54BC8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_value_601(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, float)>(DLL2SDK::GameAssemblyBase + 0x4E54D50)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_size_602()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E54D60)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_size_603(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, float)>(DLL2SDK::GameAssemblyBase + 0x4E54D68)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_numberOfSteps_604()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E54E54)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::set_numberOfSteps_605(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, int32_t)>(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::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_ScrollEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E54F14)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_stepSize_608()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::GraphicUpdateComplete_611()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[49];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnEnable_612()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::OnDisable_613()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateCachedReferences_614()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E54774)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::Set_615(float input_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, float)>(DLL2SDK::GameAssemblyBase + 0x4E54D58)(this, input_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::Set_616(float input_, bool sendCallback_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, float, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(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::UnityEngine_UI::UnityEngine::UI::Scrollbar_Axis(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E55340)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::get_reverseValue_619()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E5535C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateVisuals_620()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E548E4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::UpdateDrag_621(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x4E55370)(this, eventData_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar::MayDrag_622(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar_Direction, bool)>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::_ctor_538()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2F8D8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_sprite_539()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E21960)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_sprite_540(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x3E21978)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_overrideSprite_541()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FA20)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_overrideSprite_542(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x3E2FAE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Sprite* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_activeSprite_543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Sprite*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FA24)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_Type DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_type_544()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_Type(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_Type)>(DLL2SDK::GameAssemblyBase + 0x3E2FB98)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_preserveAspect_546()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FC44)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_preserveAspect_547(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2FC4C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillCenter_548()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FCF8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillCenter_549(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, bool)>(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::UnityEngine_UI::UnityEngine::UI::Image_FillMethod(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image_FillMethod)>(DLL2SDK::GameAssemblyBase + 0x3E2FDB4)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillAmount_552()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FE68)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillAmount_553(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, float)>(DLL2SDK::GameAssemblyBase + 0x3E2FE70)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillClockwise_554()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E2FF68)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillClockwise_555(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E2FF70)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_fillOrigin_556()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E3001C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_fillOrigin_557(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E30024)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_eventAlphaThreshold_558()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E300D0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_eventAlphaThreshold_559(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, float)>(DLL2SDK::GameAssemblyBase + 0x3E300EC)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_alphaHitTestMinimumThreshold_560()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E300E4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::set_alphaHitTestMinimumThreshold_561(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, float)>(DLL2SDK::GameAssemblyBase + 0x3E30100)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_defaultETC1GraphicMaterial_562()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(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<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_hasBorder_564()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E304F0)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::get_pixelsPerUnit_565()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Material*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::OnAfterDeserialize_569()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[75];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GetDrawingDimensions_570(bool shouldPreserveAspect_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E30A84)(this, shouldPreserveAspect_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::SetNativeSize_571()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[44];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, bool)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*)>(DLL2SDK::GameAssemblyBase + 0x3E317DC)(this, toFill_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::GenerateTiledSprite_576(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* toFill_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*)>(DLL2SDK::GameAssemblyBase + 0x3E32460)(this, toFill_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::AddQuad_577(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper* vertexHelper_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* quadPositions_, DLL2SDK::UnityEngine::UnityEngine::Color32 color_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* quadUVs_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::UnityEngine::UnityEngine::Color32, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Color32, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Rect)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E33CC0)(this, toFill_, preserveAspect_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::RadialCut_581(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* xy_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* uv_, float fill_, bool invert_, int32_t corner_)
{
return reinterpret_cast<bool(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, float, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E35EF8)(xy_, uv_, fill_, invert_, corner_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::RadialCut_582(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* xy_, float cos_, float sin_, bool invert_, int32_t corner_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, 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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::CalculateLayoutInputVertical_584()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[77];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x3E37270)(this, local_, rect_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image::_cctor_594()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E3793C)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::_ctor_405()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E20F5C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_template_406()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E211AC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_template_407(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E211B4)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_captionText_408()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21510)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_captionText_409(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x3E21518)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_captionImage_410()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21520)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_captionImage_411(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E21528)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_itemText_412()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21530)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_itemText_413(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x3E21538)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_itemImage_414()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21540)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_itemImage_415(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Image*)>(DLL2SDK::GameAssemblyBase + 0x3E21548)(this, value_);
}
DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_options_416()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>*(*)(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>*)>(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::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E215B8)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::get_value_420()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E215C0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::set_value_421(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E215C8)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Awake_422()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::RefreshShownValue_423()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E211BC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_424(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*>*)>(DLL2SDK::GameAssemblyBase + 0x3E21A24)(this, options_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_425(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::mscorlib::System::String*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x3E21AD4)(this, options_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AddOptions_426(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Sprite*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Sprite*>*)>(DLL2SDK::GameAssemblyBase + 0x3E21C58)(this, options_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::ClearOptions_427()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E21DDC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::SetupTemplate_428()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Show_433()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(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<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine::UnityEngine::Canvas*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine::UnityEngine::GameObject*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine::UnityEngine::GameObject*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine::UnityEngine::GameObject*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*>* items_)
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_OptionData*, bool, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown_DropdownItem*>*)>(DLL2SDK::GameAssemblyBase + 0x3E2387C)(this, data_, selected_, itemTemplate_, items_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AlphaFadeList_441(float duration_, float alpha_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, float, float)>(DLL2SDK::GameAssemblyBase + 0x3E24500)(this, duration_, alpha_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::AlphaFadeList_442(float duration_, float start_, float end_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x3E23CC8)(this, duration_, start_, end_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::SetAlpha_443(float alpha_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, float)>(DLL2SDK::GameAssemblyBase + 0x3E245CC)(this, alpha_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::Hide_444()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*)>(DLL2SDK::GameAssemblyBase + 0x3E236E0)(this);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::DelayedDestroyDropdownList_445(float delay_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, float)>(DLL2SDK::GameAssemblyBase + 0x3E246D0)(this, delay_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::OnSelectItem_446(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x3E24788)(this, toggle_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Dropdown::_cctor_447()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E2490C)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::TrackText_401(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* t_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x3E251E8)(t_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::RebuildForFont_402(DLL2SDK::UnityEngine::UnityEngine::Font* f_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x3E25654)(f_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::UntrackText_403(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* t_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x3E25870)(t_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontUpdateTracker::_cctor_404()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E25C58)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::_ctor_390()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*)>(DLL2SDK::GameAssemblyBase + 0x4E51A20)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::get_canvasRect_391()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*)>(DLL2SDK::GameAssemblyBase + 0x4E51B20)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::get_rectTransform_392()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*)>(DLL2SDK::GameAssemblyBase + 0x4E51D3C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnEnable_393()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnDisable_394()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::AddClippable_397(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable* clippable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable*)>(DLL2SDK::GameAssemblyBase + 0x4E5261C)(this, clippable_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::RemoveClippable_398(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable* clippable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable*)>(DLL2SDK::GameAssemblyBase + 0x4E5270C)(this, clippable_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnTransformParentChanged_399()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D::OnCanvasHierarchyChanged_400()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::_ctor_208()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E37A68)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_input_209()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseInput*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E37ED0)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_compositionString_210()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E380A4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_mesh_211()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E381CC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_cachedInputTextGenerator_212()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E382C0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_shouldHideMobileInput_213(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E38360)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_shouldHideMobileInput_214()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E383F0)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_shouldActivateOnSelect_215()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3843C)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_text_216()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38464)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_text_217(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E3846C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_isFocused_218()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38A0C)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretBlinkRate_219()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38A14)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretBlinkRate_220(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, float)>(DLL2SDK::GameAssemblyBase + 0x3E38A1C)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretWidth_221()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38B2C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretWidth_222(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E38B34)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_textComponent_223()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38C74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_textComponent_224(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x3E38C7C)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_placeholder_225()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38D1C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_placeholder_226(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*)>(DLL2SDK::GameAssemblyBase + 0x3E38D24)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretColor_227()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38DB4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretColor_228(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x3E38E38)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_customCaretColor_229()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38E30)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_customCaretColor_230(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E38E8C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionColor_231()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38EA8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionColor_232(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Color)>(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::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_SubmitEvent*)>(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::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent*)>(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::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnChangeEvent*)>(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::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_OnValidateInput*)>(DLL2SDK::GameAssemblyBase + 0x3E39048)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_characterLimit_241()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38914)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_characterLimit_242(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(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::UnityEngine_UI::UnityEngine::UI::InputField_ContentType(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType)>(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::UnityEngine_UI::UnityEngine::UI::InputField_LineType(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_LineType)>(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::UnityEngine_UI::UnityEngine::UI::InputField_InputType(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_InputType)>(DLL2SDK::GameAssemblyBase + 0x3E39A40)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_keyboardType_249()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39B08)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_keyboardType_250(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType)>(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::UnityEngine_UI::UnityEngine::UI::InputField_CharacterValidation(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_CharacterValidation)>(DLL2SDK::GameAssemblyBase + 0x3E39BC4)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_readOnly_253()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39C78)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_readOnly_254(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E39C80)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_multiLine_255()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39C88)(this);
}
wchar_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_asteriskChar_256()
{
return reinterpret_cast<wchar_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39CA0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_asteriskChar_257(wchar_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x3E39CA8)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_wasCanceled_258()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39D48)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ClampPos_259(int32_t* pos_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x3E39D50)(this, pos_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretPositionInternal_260()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39DBC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretPositionInternal_261(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E39DF0)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretSelectPositionInternal_262()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39E00)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretSelectPositionInternal_263(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E39E34)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_hasSelection_264()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39E44)(this);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_caretPosition_265()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39E74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_caretPosition_266(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E39EA8)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionAnchorPosition_267()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39F64)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionAnchorPosition_268(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E39ECC)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_selectionFocusPosition_269()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39F98)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_selectionFocusPosition_270(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E39F18)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnEnable_271()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnDisable_272()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CaretBlink_273()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3A864)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetCaretVisible_274()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3A910)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetCaretActive_275()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E38ACC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateCaretMaterial_276()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3A94C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnFocus_277()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3AAF4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SelectAll_278()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3AAF8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveTextEnd_279(bool shift_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3AB4C)(this, shift_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveTextStart_280(bool shift_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3ABC0)(this, shift_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::get_clipboard_281()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E3AC18)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::set_clipboard_282(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E3ACB8)(value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::InPlaceEditing_283()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3AD60)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateCaretFromKeyboard_284()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3AD7C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LateUpdate_285()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[59];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x3E3C8E8)(this, pos_, generator_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetCharacterIndexFromPosition_288(DLL2SDK::UnityEngine::UnityEngine::Vector2 pos_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E3CB68)(this, pos_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MayDrag_289(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData* eventData_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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::UnityEngine_UI::UnityEngine::UI::InputField_EditState(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x3E3D750)(this, evt_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::IsValidChar_296(wchar_t c_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x3E3E3F0)(this, c_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ProcessEvent_297(DLL2SDK::UnityEngine::UnityEngine::Event* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Event*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GetSelectedString_299()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3DDD4)(this);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::FindtNextWordBegin_300()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3E63C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveRight_301(bool shift_, bool ctrl_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3E288)(this, shift_, ctrl_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::FindtPrevWordBegin_302()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3E780)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveLeft_303(bool shift_, bool ctrl_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool, bool)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x3E3E884)(this, charPos_, generator_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LineUpCharacterPosition_305(int32_t originalPos_, bool goToFirstChar_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3E9EC)(this, originalPos_, goToFirstChar_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::LineDownCharacterPosition_306(int32_t originalPos_, bool goToLastChar_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3EE30)(this, originalPos_, goToLastChar_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveDown_307(bool shift_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3E3E8)(this, shift_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveDown_308(bool shift_, bool goToLastChar_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3F1DC)(this, shift_, goToLastChar_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveUp_309(bool shift_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3E3E0)(this, shift_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MoveUp_310(bool shift_, bool goToFirstChar_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x3E3F368)(this, shift_, goToFirstChar_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Delete_311()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3DEC0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ForwardSpace_312()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3DD1C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Backspace_313()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3DC50)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::Insert_314(wchar_t c_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x3E3F4D4)(this, c_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnValueChangedAndUpdateLabel_315()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E389F0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnValueChanged_316()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3F5BC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SendOnSubmit_317()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::mscorlib::System::String*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, wchar_t, void*)>(Data.methodPtr)(this, input_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateLabel_320()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3918C)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::IsSelectionVisible_321()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, int32_t)>(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<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E3CECC)(gen_, line_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetDrawRangeToContainCaretPosition_324(int32_t caretPos_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E3F85C)(this, caretPos_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ForceLabelUpdate_325()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E409CC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::MarkGeometryAsDirty_326()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::GraphicUpdateComplete_329()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[68];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::UpdateGeometry_330()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E409DC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::AssignPositioningIfNeeded_331()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E3B6CC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::OnFillVBO_332(DLL2SDK::UnityEngine::UnityEngine::Mesh* vbo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E411AC)(this, vbo_, roundingOffset_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CreateCursorVerts_334()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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<wchar_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::mscorlib::System::String*, int32_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x3E3BD98)(this, text_, pos_, ch_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ActivateInputField_337()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E42A74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::ActivateInputFieldInternal_338()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::DeactivateInputField_341()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::EnforceContentType_344()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E39794)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::EnforceTextHOverflow_345()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(DLL2SDK::GameAssemblyBase + 0x3E37DE4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetToCustomIfContentTypeIsNot_346(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType* allowedContentTypes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField_ContentType*)>(DLL2SDK::GameAssemblyBase + 0x3E399B8)(this, allowedContentTypes_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::SetToCustom_347()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable_SelectionState, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::CalculateLayoutInputVertical_350()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[72];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField::_cctor_358()
{
return reinterpret_cast<void(*)()>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::InputField*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::Notify2DMaskStateChanged_201(DLL2SDK::UnityEngine::UnityEngine::Component* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E4A460)(mask_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::MaskUtilities::NotifyStencilStateChanged_202(DLL2SDK::UnityEngine::UnityEngine::Component* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(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::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(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<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(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<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(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::UnityEngine_UI::UnityEngine::UI::RectMask2D*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::IClippable*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*>* masks_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::RectMask2D*>*)>(DLL2SDK::GameAssemblyBase + 0x3E4AA34)(clipper_, masks_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::_ctor_185()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E66298)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::get_allowSwitchOff_186()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E661D4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::set_allowSwitchOff_187(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E6634C)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::ValidateToggleIsInGroup_188(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E66354)(this, toggle_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::NotifyToggleOn_189(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E65D04)(this, toggle_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::UnregisterToggle_190(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E65B4C)(this, toggle_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::RegisterToggle_191(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle* toggle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E65C24)(this, toggle_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::AnyTogglesOn_192()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E66054)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::IEnumerable_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*>* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::ActiveToggles_193()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::IEnumerable_1<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*>*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(DLL2SDK::GameAssemblyBase + 0x4E665A4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup::SetAllTogglesOff_194()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E667F4)(x_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::_ctor_145()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E24F44)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData* DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_defaultFontData_146()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*(*)()>(DLL2SDK::GameAssemblyBase + 0x3E24F4C)();
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_font_147()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25028)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_font_148(DLL2SDK::UnityEngine::UnityEngine::Font* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x3E25030)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_fontSize_149()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25038)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_fontSize_150(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E25040)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::FontStyle DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_fontStyle_151()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::FontStyle(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25048)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_fontStyle_152(DLL2SDK::UnityEngine::UnityEngine::FontStyle value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, DLL2SDK::UnityEngine::UnityEngine::FontStyle)>(DLL2SDK::GameAssemblyBase + 0x3E25050)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_bestFit_153()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25058)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_bestFit_154(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E25060)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_minSize_155()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25068)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_minSize_156(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E25070)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_maxSize_157()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25078)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_maxSize_158(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E25080)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_alignment_159()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextAnchor(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25088)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_alignment_160(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, DLL2SDK::UnityEngine::UnityEngine::TextAnchor)>(DLL2SDK::GameAssemblyBase + 0x3E25090)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_alignByGeometry_161()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E25098)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_alignByGeometry_162(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E250A0)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_richText_163()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E250A8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_richText_164(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E250B0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_horizontalOverflow_165()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E250B8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_horizontalOverflow_166(DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode)>(DLL2SDK::GameAssemblyBase + 0x3E250C0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_verticalOverflow_167()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E250C8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_verticalOverflow_168(DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode)>(DLL2SDK::GameAssemblyBase + 0x3E250D0)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::get_lineSpacing_169()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*)>(DLL2SDK::GameAssemblyBase + 0x3E250D8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData::set_lineSpacing_170(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, float)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::FontData*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Misc::DestroyImmediate_143(DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x3E4AEB8)(obj_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::_ctor_138()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x3E1AE10)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_normalTrigger_139()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x3E1AED8)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_highlightedTrigger_140()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x3E1AEE0)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_pressedTrigger_141()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x3E1AEE8)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers::get_disabledTrigger_142()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::AnimationTriggers*)>(DLL2SDK::GameAssemblyBase + 0x3E1AEF0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::_ctor_127()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*)>(DLL2SDK::GameAssemblyBase + 0x3E47D9C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_rectTransform_128()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*)>(DLL2SDK::GameAssemblyBase + 0x3E47DAC)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_showMaskGraphic_129()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*)>(DLL2SDK::GameAssemblyBase + 0x3E47E40)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::set_showMaskGraphic_130(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E47E48)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::get_graphic_131()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Graphic*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*)>(DLL2SDK::GameAssemblyBase + 0x3E47F54)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::MaskEnabled_132()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[19];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnSiblingGraphicEnabledDisabled_133()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[20];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnEnable_134()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask::OnDisable_135()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Mask*, DLL2SDK::UnityEngine::UnityEngine::Material*, void*)>(Data.methodPtr)(this, baseMaterial_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::_ctor_119()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*)>(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<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::get_texture_121()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*)>(DLL2SDK::GameAssemblyBase + 0x4E50878)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::set_texture_122(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4E50880)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::get_uvRect_123()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*)>(DLL2SDK::GameAssemblyBase + 0x4E50968)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::set_uvRect_124(DLL2SDK::UnityEngine::UnityEngine::Rect value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4E50978)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage::SetNativeSize_125()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[44];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::RawImage*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(Data.methodPtr)(this, vh_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::_ctor_98()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E65480)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::get_group_99()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E655CC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::set_group_100(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::GraphicUpdateComplete_103()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[48];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnEnable_104()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnDisable_105()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::OnDidApplyAnimationProperties_106()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ToggleGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E655FC)(this, newGroup_, setMemberValue_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::get_isOn_108()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(DLL2SDK::GameAssemblyBase + 0x4E65CFC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::set_isOn_109(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E65E90)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Set_110(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E65B44)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Set_111(bool value_, bool sendCallback_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4E65E98)(this, value_, sendCallback_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::PlayEffect_112(bool instant_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E65838)(this, instant_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::Start_113()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle::InternalToggle_114()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Toggle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::_ctor_6()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56D60)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_content_7()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F34)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_content_8(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4E56F3C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontal_9()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F44)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontal_10(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E56F4C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_vertical_11()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F54)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_vertical_12(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, bool)>(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::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType)>(DLL2SDK::GameAssemblyBase + 0x4E56F6C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_elasticity_15()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_elasticity_16(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E56F7C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_inertia_17()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F84)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_inertia_18(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E56F8C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_decelerationRate_19()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56F94)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_decelerationRate_20(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E56F9C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_scrollSensitivity_21()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56FA4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_scrollSensitivity_22(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E56FAC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_viewport_23()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E56FB4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_viewport_24(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4E56FBC)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalScrollbar_25()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E570DC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalScrollbar_26(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E570E4)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalScrollbar_27()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57320)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalScrollbar_28(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(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::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility)>(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::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility)>(DLL2SDK::GameAssemblyBase + 0x4E5757C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalScrollbarSpacing_33()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57584)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalScrollbarSpacing_34(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5758C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalScrollbarSpacing_35()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57664)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalScrollbarSpacing_36(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(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::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollRectEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E5767C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_viewRect_39()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57684)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_velocity_40()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E578B8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_velocity_41(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4E578CC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_rectTransform_42()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::GraphicUpdateComplete_45()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[40];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateCachedData_46()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57A30)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnEnable_47()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnDisable_48()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::IsActive_49()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::EnsureLayoutHasRebuilt_50()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E590C8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::StopMovement_51()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[41];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::Vector2, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdatePrevData_59()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5893C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbars_60(DLL2SDK::UnityEngine::UnityEngine::Vector2 offset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4E58634)(this, offset_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_normalizedPosition_61()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5A3FC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_normalizedPosition_62(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4E5A65C)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_horizontalNormalizedPosition_63()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5A454)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_horizontalNormalizedPosition_64(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5A6A4)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_verticalNormalizedPosition_65()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5A558)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::set_verticalNormalizedPosition_66(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5A6B8)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetHorizontalNormalizedPosition_67(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5A6CC)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetVerticalNormalizedPosition_68(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, float, int32_t, void*)>(Data.methodPtr)(this, value_, axis_, Data.method);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::RubberDelta_70(float overStretching_, float viewSize_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4E599B4)(overStretching_, viewSize_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::OnRectTransformDimensionsChange_71()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_hScrollingNeeded_72()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5AA04)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::get_vScrollingNeeded_73()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5AA88)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::CalculateLayoutInputHorizontal_74()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[50];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::CalculateLayoutInputVertical_75()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[51];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetLayoutHorizontal_83()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[59];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetLayoutVertical_84()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[60];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbarVisibility_85()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(bool, bool, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_ScrollbarVisibility, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Scrollbar*)>(DLL2SDK::GameAssemblyBase + 0x4E5BB74)(xScrollingNeeded_, xAxisEnabled_, scrollbarVisibility_, scrollbar_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateScrollbarLayout_87()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5B6CC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::UpdateBounds_88()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4E5BCC0)(viewBounds_, contentPivot_, contentSize_, contentPos_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::GetBounds_90()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E5B360)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::InternalGetBounds_91(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* corners_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* viewWorldToLocalMatrix_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, 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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Bounds*, bool, bool, DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect_MovementType, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4E5BF5C)(viewBounds_, contentBounds_, horizontal_, vertical_, movementType_, delta_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetDirty_94()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(DLL2SDK::GameAssemblyBase + 0x4E57594)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect::SetDirtyCaching_95()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*)>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::ScrollRect*, void*)>(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::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction, DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask)>(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::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction, DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask, int32_t, int32_t)>(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<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4E62A40)(customMat_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::StencilMaterial::_cctor_4()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4E62D30)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry::_ctor_1304()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventTrigger_Entry*)>(DLL2SDK::GameAssemblyBase + 0x3E1029C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState::_ctor_1414()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton)>(DLL2SDK::GameAssemblyBase + 0x3E171CC)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState::_ctor_1419()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState*)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_ButtonState*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseState*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_FramePressState, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E16504)(this, button_, stateForMouseButton_, data_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::_ctor_1555()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*)>(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<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*, void*)>(Data.methodPtr)(this, Data.method);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_finalEventMask_1558()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*)>(DLL2SDK::GameAssemblyBase + 0x3E13924)(this);
}
DLL2SDK::UnityEngine::UnityEngine::LayerMask DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::get_eventMask_1559()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LayerMask(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*)>(DLL2SDK::GameAssemblyBase + 0x3E13C60)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster::set_eventMask_1560(DLL2SDK::UnityEngine::UnityEngine::LayerMask value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*, DLL2SDK::UnityEngine::UnityEngine::LayerMask)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Ray*, float*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>* resultAppendList_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PhysicsRaycaster*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>*, 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<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit, DLL2SDK::UnityEngine::UnityEngine::RaycastHit)>(DLL2SDK::GameAssemblyBase + 0x3E141F4)(r1_, r2_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::_ctor_1506(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E142C0)(this, eventSystem_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerEnter_1507()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E0D93C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerEnter_1508(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E0D9F4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_lastPress_1509()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14478)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_lastPress_1510(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E14480)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_rawPointerPress_1511(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E14488)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerDrag_1512()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14490)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerDrag_1513(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x3E14498)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerCurrentRaycast_1514()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E144A0)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerCurrentRaycast_1515(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult)>(DLL2SDK::GameAssemblyBase + 0x3E1450C)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerPressRaycast_1516()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14574)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerPressRaycast_1517(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult)>(DLL2SDK::GameAssemblyBase + 0x3E145E0)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_eligibleForClick_1518()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14648)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_eligibleForClick_1519(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E14410)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerId_1520()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14650)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerId_1521(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E14418)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_position_1522()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E13A40)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_position_1523(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E14420)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_delta_1524()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14658)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_delta_1525(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E1442C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pressPosition_1526()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E1466C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pressPosition_1527(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E14438)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_clickTime_1528()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14680)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_clickTime_1529(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, float)>(DLL2SDK::GameAssemblyBase + 0x3E14444)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_clickCount_1530()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14688)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_clickCount_1531(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E1444C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_scrollDelta_1532()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14690)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_scrollDelta_1533(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E14454)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_useDragThreshold_1534()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E146A4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_useDragThreshold_1535(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E14460)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_dragging_1536()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E146AC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_dragging_1537(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool)>(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::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData_InputButton)>(DLL2SDK::GameAssemblyBase + 0x3E14470)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::IsPointerMoving_1540()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E146BC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_enterEventCamera_1541()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E14704)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pressEventCamera_1542()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E147EC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::get_pointerPress_1543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E148D4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData::set_pointerPress_1544(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::_ctor_1496(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem* eventSystem_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::EventSystem*)>(DLL2SDK::GameAssemblyBase + 0x3E0B6CC)(this, eventSystem_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::set_moveVector_1497(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x3E0B734)(this, value_);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::get_moveDir_1498()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E0B748)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData::set_moveDir_1499(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::MoveDirection)>(DLL2SDK::GameAssemblyBase + 0x3E0B740)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::_ctor_1425()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17628)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule_InputMode DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_inputMode_1426()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule_InputMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17708)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_allowActivationOnMobileDevice_1427()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17710)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_allowActivationOnMobileDevice_1428(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E17718)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_forceModuleActive_1429()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17720)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_forceModuleActive_1430(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x3E17728)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_inputActionsPerSecond_1431()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17730)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_inputActionsPerSecond_1432(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, float)>(DLL2SDK::GameAssemblyBase + 0x3E17738)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_repeatDelay_1433()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17740)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_repeatDelay_1434(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, float)>(DLL2SDK::GameAssemblyBase + 0x3E17748)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_horizontalAxis_1435()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17750)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_horizontalAxis_1436(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E17758)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_verticalAxis_1437()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17760)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_verticalAxis_1438(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E17768)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_submitButton_1439()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17770)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_submitButton_1440(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E17778)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::get_cancelButton_1441()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17780)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::set_cancelButton_1442(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x3E17788)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::UpdateModule_1443()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[24];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::IsModuleSupported_1444()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[25];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ShouldActivateModule_1445()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[21];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ActivateModule_1446()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[23];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::DeactivateModule_1447()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[22];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::Process_1448()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessTouchEvents_1449()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x3E18738)(this, pointerEvent_, pressed_, released_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendSubmitEventToSelectedObject_1451()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E182C8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::GetRawMoveVector_1452()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19054)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendMoveEventToSelectedObject_1453()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17F84)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMouseEvent_1454()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E18730)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ForceAutoSelect_1455()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[30];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMouseEvent_1456(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x3E19180)(this, id_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::SendUpdateEventToSelectedObject_1457()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E17DEC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::ProcessMousePress_1458(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData* data_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerInputModule_MouseButtonEventData*)>(DLL2SDK::GameAssemblyBase + 0x3E19468)(this, data_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule::GetCurrentFocusedGameObject_1459()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::StandaloneInputModule*)>(DLL2SDK::GameAssemblyBase + 0x3E19C54)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Outline::_ctor_1152()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Outline*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Outline*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(Data.methodPtr)(this, vh_, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_cctor_975()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x3E4478C)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_ctor_976()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*)>(DLL2SDK::GameAssemblyBase + 0x3E4490C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Initialize_977(DLL2SDK::UnityEngine::UnityEngine::RectTransform* controller_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E44914)(this, controller_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::Clear_978()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*)>(DLL2SDK::GameAssemblyBase + 0x3E44958)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ReapplyDrivenProperties_979(DLL2SDK::UnityEngine::UnityEngine::RectTransform* driven_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::IsDestroyed_981()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::StripDisabledBehavioursFromList_982(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>* components_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(DLL2SDK::GameAssemblyBase + 0x3E44ABC)(components_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::ForceRebuildLayoutImmediate_983(DLL2SDK::UnityEngine::UnityEngine::RectTransform* layoutRoot_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<DLL2SDK::UnityEngine::UnityEngine::Component*>* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(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<DLL2SDK::UnityEngine::UnityEngine::Component*>* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(DLL2SDK::GameAssemblyBase + 0x3E45298)(this, rect_, action_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::MarkLayoutForRebuild_987(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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<DLL2SDK::UnityEngine::UnityEngine::Component*>* comps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(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<DLL2SDK::UnityEngine::UnityEngine::Component*>* comps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(DLL2SDK::GameAssemblyBase + 0x3E45D5C)(layoutRoot_, comps_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::MarkLayoutRootForRebuild_990(DLL2SDK::UnityEngine::UnityEngine::RectTransform* controller_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x3E45F1C)(controller_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::LayoutComplete_991()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::GraphicUpdateComplete_992()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, DLL2SDK::mscorlib::System::Object*, void*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder*)>(DLL2SDK::GameAssemblyBase + 0x3E46358)(x_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_StripDisabledBehavioursFromList_m__1_997(DLL2SDK::UnityEngine::UnityEngine::Component* e_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E46380)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__2_998(DLL2SDK::UnityEngine::UnityEngine::Component* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E46474)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__3_999(DLL2SDK::UnityEngine::UnityEngine::Component* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E46594)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__4_1000(DLL2SDK::UnityEngine::UnityEngine::Component* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E466B4)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::LayoutRebuilder::_Rebuild_m__5_1001(DLL2SDK::UnityEngine::UnityEngine::Component* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x3E467D4)(e_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::_ctor_802()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E62DE0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_cachedTextGenerator_803()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E62F00)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_cachedTextGeneratorForLayout_804()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(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<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::FontTextureChanged_806()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63318)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_font_807()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E632EC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_font_808(DLL2SDK::UnityEngine::UnityEngine::Font* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::Font*)>(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<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, value_, Data.method);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_supportRichText_811()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E637D4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_supportRichText_812(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E63800)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextForBestFit_813()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63880)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextForBestFit_814(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E638AC)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextMinSize_815()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E6392C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextMinSize_816(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E63958)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_resizeTextMaxSize_817()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E639D4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_resizeTextMaxSize_818(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E63A00)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_alignment_819()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextAnchor(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63A7C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_alignment_820(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::TextAnchor)>(DLL2SDK::GameAssemblyBase + 0x4E63AA8)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_alignByGeometry_821()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63B24)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_alignByGeometry_822(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E63B50)(this, value_);
}
int32_t DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_fontSize_823()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63BBC)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_fontSize_824(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E63BE8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_horizontalOverflow_825()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63C64)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_horizontalOverflow_826(DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode)>(DLL2SDK::GameAssemblyBase + 0x4E63C90)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_verticalOverflow_827()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63D0C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_verticalOverflow_828(DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode)>(DLL2SDK::GameAssemblyBase + 0x4E63D38)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_lineSpacing_829()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63DB4)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_lineSpacing_830(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, float)>(DLL2SDK::GameAssemblyBase + 0x4E63DE0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::FontStyle DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_fontStyle_831()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::FontStyle(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63E74)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::set_fontStyle_832(DLL2SDK::UnityEngine::UnityEngine::FontStyle value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::FontStyle)>(DLL2SDK::GameAssemblyBase + 0x4E63EA0)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::get_pixelsPerUnit_833()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(DLL2SDK::GameAssemblyBase + 0x4E63F1C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::OnEnable_834()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::OnDisable_835()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::UpdateGeometry_836()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[40];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::AssignDefaultFont_837()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*)>(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::UnityEngine::UnityEngine::TextGenerationSettings(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(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::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::TextAnchor)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::VertexHelper*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::CalculateLayoutInputVertical_842()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[74];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(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<int32_t(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Text::_cctor_850()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4E653FC)();
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::_ctor_719()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*)>(DLL2SDK::GameAssemblyBase + 0x3E1C040)(this);
}
DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::get_onClick_720()
{
return reinterpret_cast<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button_ButtonClickedEvent*)>(DLL2SDK::GameAssemblyBase + 0x3E1C118)(this, value_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::Press_722()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::BaseEventData*, void*)>(Data.methodPtr)(this, eventData_, Data.method);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button::OnFinishSubmit_725()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Button*)>(DLL2SDK::GameAssemblyBase + 0x3E1C240)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::_ctor_672()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5F46C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_fillRect_673()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5F5E8)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_fillRect_674(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4E5F5F0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectTransform* DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_handleRect_675()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectTransform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5FD14)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_handleRect_676(DLL2SDK::UnityEngine::UnityEngine::RectTransform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(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::UnityEngine_UI::UnityEngine::UI::Slider_Direction(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Direction)>(DLL2SDK::GameAssemblyBase + 0x4E5FDCC)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_minValue_679()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5FE6C)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_minValue_680(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5FE74)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_maxValue_681()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5FF44)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_maxValue_682(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float)>(DLL2SDK::GameAssemblyBase + 0x4E5FF4C)(this, value_);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_wholeNumbers_683()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E60008)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_wholeNumbers_684(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, bool)>(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<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float, void*)>(Data.methodPtr)(this, value_, Data.method);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_normalizedValue_687()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E60244)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::set_normalizedValue_688(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float)>(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::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_SliderEvent*)>(DLL2SDK::GameAssemblyBase + 0x4E60474)(this, value_);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_stepSize_691()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::CanvasUpdate, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::GraphicUpdateComplete_694()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[50];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnEnable_695()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnDisable_696()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::OnDidApplyAnimationProperties_697()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UpdateCachedReferences_698()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E5F698)(this);
}
float DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::ClampValue_699(float input_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float)>(DLL2SDK::GameAssemblyBase + 0x4E6087C)(this, input_);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::Set_700(float input_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, float, bool, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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::UnityEngine_UI::UnityEngine::UI::Slider_Axis(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E60A4C)(this);
}
bool DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::get_reverseValue_704()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(DLL2SDK::GameAssemblyBase + 0x4E60A38)(this);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider::UpdateVisuals_705()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(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<bool(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::AxisEventData*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::UI::Selectable*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, void*)>(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<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider_Direction, bool)>(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<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine_UI::UnityEngine::UI::Slider*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::Physics2DRaycaster::_ctor_1564()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::Physics2DRaycaster*)>(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<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>* resultAppendList_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::Physics2DRaycaster*, DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::PointerEventData*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine_UI::UnityEngine::EventSystems::RaycastResult>*, void*)>(Data.methodPtr)(this, eventData_, resultAppendList_, Data.method);
}