| void AttachGameObject(GameObject go) | Public | | 0x08 |
| void Show(const Vector3& position, const Quaternion& rotation, const Vector3& scale, const Vector2& pivot, const Nullable<UnityEngine.Vector2>& edgeAvoidanceOverride) | Public+2 flags | | 0x10 |
| void Show(const Vector3& position, const Nullable<UnityEngine.Vector2>& edgeAvoidanceOverride) | Public+2 flags | | 0x0C |
| void Show(const Vector3& position, const Quaternion& rotation, const Nullable<UnityEngine.Vector2>& edgeAvoidanceOverride) | Public+2 flags | | 0x10 |
| void Show(Transform startingPoint, const Nullable<UnityEngine.Vector2>& edgeAvoidanceOverride) | Public+2 flags | | 0x0C |
| void UpdatePivot(const Vector2& pivot, bool move) | Public+2 flags | | 0x08 |
| void UpdatePosition(const Vector3& position, bool move) | Public+2 flags | | 0x0C |
| void UpdateRotation(const Quaternion& rotation, bool move) | Public+2 flags | | 0x10 |
| void UpdateScale(const Vector3& scale, bool move) | Public+2 flags | | 0x0C |
| void UpdatePositionAndRotation(const Vector3& position, const Quaternion& rotation, bool move) | Public+2 flags | | 0x10 |
| void UpdatePositionRotationAndScale(const Vector3& position, const Quaternion& rotation, const Vector3& scale, bool move) | Public+2 flags | | 0x10 |
| void UpdateEdgeAvoidance(const Nullable<UnityEngine.Vector2>& edgeAvoidanceOverride, bool move) | Public+2 flags | | 0x0C |
| void Move() | 3 flags | | 0x00 |
| void .ctor() | Public+1 flags | | 0x00 |