Help! Need Help

ldcharmidol

Rookie
Original poster
Apr 22, 2018
2
0
1
32
VIETNAM
Im working on a mod but im lost

Below are the code, how to mod this?
I already have my own menu

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using System;
using Common;
using UnityEngine;
using XLua;

namespace Dance
{
// Token: 0x02000317 RID: 791
public partial class PlayerGrade
{
// Token: 0x06001217 RID: 4631 RVA: 0x00075760 File Offset: 0x00073960
public PlayerGrade(uint roleId, Transform parent, Transform target)
{
this.roleId = roleId;
GameObject go = new GameObject(roleId.ToString());
go.transform.SetParent(parent);
FollowPosition followPosition = go.AddComponent<FollowPosition>();
followPosition.targetTrans = target;
followPosition.offsetPos = new Vector3(0f, 0.3f, 0f);
followPosition.x = true;
followPosition.y = true;
followPosition.z = true;
this.missAsset = new EffectAssetItem(EffectAssetHelp.Subfolder_Scene_Dance, "scene_note_Miss");
this.missAsset.LoadEffect(delegate
{
this.miss = (GameObject)UnityEngine.Object.Instantiate(this.missAsset.Prefab);
this.miss.transform.SetParent(go.transform);
this.miss.transform.localPosition = Vector3.zero;
this.miss.SetActive(false);
});
this.coolAsset = new EffectAssetItem(EffectAssetHelp.Subfolder_Scene_Dance, "scene_note_cool");
this.coolAsset.LoadEffect(delegate
{
this.cool = (GameObject)UnityEngine.Object.Instantiate(this.coolAsset.Prefab);
this.cool.transform.SetParent(go.transform);
this.cool.transform.localPosition = Vector3.zero;
this.cool.SetActive(false);
});
this.greatAsset = new EffectAssetItem(EffectAssetHelp.Subfolder_Scene_Dance, "scene_note_Great");
this.greatAsset.LoadEffect(delegate
{
this.great = (GameObject)UnityEngine.Object.Instantiate(this.greatAsset.Prefab);
this.great.transform.SetParent(go.transform);
this.great.transform.localPosition = Vector3.zero;
this.great.SetActive(false);
});
this.perfectAsset = new EffectAssetItem(EffectAssetHelp.Subfolder_Scene_Dance, "scene_note_Perfect");
this.perfectAsset.LoadEffect(delegate
{
this.perfect = (GameObject)UnityEngine.Object.Instantiate(this.perfectAsset.Prefab);
this.perfect.transform.SetParent(go.transform);
this.perfect.transform.localPosition = Vector3.zero;
this.perfect.SetActive(false);
});
this.sPerfectAsset = new EffectAssetItem(EffectAssetHelp.Subfolder_Scene_Dance, "scene_note_SPerfect");
this.sPerfectAsset.LoadEffect(delegate
{
this.sPerfect = (GameObject)UnityEngine.Object.Instantiate(this.sPerfectAsset.Prefab);
this.sPerfect.transform.SetParent(go.transform);
this.sPerfect.transform.localPosition = Vector3.zero;
this.sPerfect.SetActive(false);
});
DelegateBridge c__Hotfix0_ctor = PlayerGrade._c__Hotfix0_ctor;
if (c__Hotfix0_ctor != null)
{
c__Hotfix0_ctor.__Gen_Delegate_Imp539(this, roleId, parent, target);
}
}
}
}

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SiDeKiCk

Rookie
May 16, 2018
4
1
183
 
Unsure what you are trying to achieve but based on the code you provided you may want to take a look at changing the SetActive to true or false. Ex.(this.blah.SetActive(false); to this.blah.SetActive(true);)