| void CutMesh(VertexHelper vh, float rotation, const Rect& rect, HashSet<System.Single> cuts) | PublicStatic | | 0x10 |
| void CutTriangle(List<UnityEngine.UIVertex> tris, int idx, List<UnityEngine.UIVertex> outList, const Vector2& cutDirection, const Vector2& point) | PrivateStatic | | 0x08 |
| UIVertex Lerp(const UIVertex& v1, const UIVertex& v2, float t) | PrivateStatic | | 0x6C |
| void Add(List<UnityEngine.UIVertex> list, const UIVertex& a, const UIVertex& b, const UIVertex& c, const UIVertex& d, const UIVertex& e, const UIVertex& f, const UIVertex& g, const UIVertex& h, const UIVertex& i) | PrivateStatic | | 0x6C |
| bool IsWithinLine(float f) | PrivateStatic | | 0x04 |
| float ProjectRayToLine(const Vector2& p1, const Vector2& p2, const Vector2& rayOrigin, const Vector2& rayDirection) | PrivateStatic | | 0x08 |
| Vector2 GetCutOrigin(float rotation, const Rect& rect, float ratio) | PrivateStatic | | 0x10 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |