| PassBlockUI get_FocussedBlock() | Public+1 flags | | 0x08 |
| void set_FocussedBlock(PassBlockUI value) | Public+1 flags | | 0x08 |
| void OnGameAwake() | Public | | 0x00 |
| void OnPlayerDataLoaded(MainPlayerData data) | Private | | 0x08 |
| void BuildSkinRewardInfos(MainPlayerData data) | Private | | 0x08 |
| void Awake() | Private | | 0x00 |
| void OnEnable() | Private | | 0x00 |
| void Update() | Private | | 0x00 |
| void CharacterCameraRotation() | Private | | 0x00 |
| void ResetCameraRot() | Public | | 0x00 |
| int GetCharacterSlots() | PublicStatic | | 0x04 |
| void OnChangePassClick() | Private | | 0x00 |
| void SelectBattlePass(BattlePassStructure structure) | Public | | 0x08 |
| void CheckForPass() | Public | | 0x00 |
| void OnPurchaseClick() | Public | | 0x00 |
| void CheckClaimUI() | Public | | 0x00 |
| IEnumerator XpFillAnimation() | Private | | 0x08 |
| void IncreaseXp(float amount) | Public | | 0x04 |
| void ClaimBlocks(float atXp) | Public | | 0x04 |
| void SetInProgressBlock(PassBlockUI blockUI, float remainingXp) | Public | | 0x08 |
| float GetProgressFill() | Public | | 0x04 |
| void LeftArrowClick() | Public | | 0x00 |
| void RightArrowClick() | Public | | 0x00 |
| void ShiftBlocks(int toMove, bool timegated) | Public | | 0x04 |
| void SetFocus(PassBlockUI newFocus) | Public | | 0x08 |
| IEnumerator FocusBlockCor(PassBlockUI newFocus) | Private | | 0x08 |
| void FocusBlockComplete(PassBlockUI newFocus) | Private | | 0x08 |
| void SetCharacter(Player character, PlayerSaved playerSaved) | Public | | 0x08 |
| void CheckForCharacter() | Private | | 0x00 |
| void ApplySkins() | Public | | 0x00 |
| void PreviewSkins(BattlePassBlock block) | Public | | 0x08 |
| void ResetPreview() | Public | | 0x00 |
| bool IsPassSkinRewarded(int skinId) | PublicStatic | | 0x04 |
| bool IsPassRewardOwned(PassSkinRewardInfo info) | PublicStatic | | 0x08 |
| bool IsPassRewardEarned(PassSkinRewardInfo info) | PublicStatic | | 0x08 |
| bool CanClaimBlockReward(BattlePassSaved passSaved, BattlePassStructure pass, BattlePassBlock block) | PublicStatic | | 0x08 |
| bool IsBlockComplete(BattlePassSaved passSaved, BattlePassStructure pass, BattlePassBlock block) | PublicStatic | | 0x08 |
| float GetRequiredXp(BattlePassStructure pass, BattlePassBlock block) | PublicStatic | | 0x08 |
| bool CanRewardBlock(BattlePassStructure pass, BattlePassBlock block) | PublicStatic | | 0x08 |
| bool OwnsBattlePass(BattlePassStructure pass) | PublicStatic | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void <Awake>b__43_0() | Private | | 0x00 |
| void <CheckForPass>b__51_0(PassBlockUI x) | Private | | 0x08 |
| void <PreviewSkins>b__70_1(int x) | Private | | 0x04 |
| void <ResetPreview>b__71_0(const ValueTuple<System.Int32& x) | Private | | 0x08 |