pg = pg or {} slot1 = Vector2(39.2, 19.2) slot2 = Vector2(0, -563.4) slot3 = class("BackYardGridInfo") pg.BackYardGridInfo = slot3 function slot3.Ctor(slot0, slot1) slot0.start_x = slot1.startX slot0.start_y = slot1.startY slot0.end_x = slot1.endX slot0.end_y = slot1.endY slot0.map = slot1.map end function slot3.createMapGrids(slot0) slot1 = GameObject.Find("UICamera/Canvas/UIMain/BackYardUI(Clone)/main") slot0.mapGrids = {} for slot5 = slot0.start_x, slot0.end_x do for slot10 = slot0.start_y, slot0.end_y do cloneTplTo(findTF(slot1, "resources/gridtpl"), findTF(slot1, "bg/floorGrid"), slot5 .. "_" .. slot10).anchoredPosition = Vector2(uv0.x + (slot5 - 1) * uv1.x + (slot10 - 1) * -uv1.x, uv0.y + (slot5 - 1) * uv1.y + (slot10 - 1) * uv1.y) end slot0.mapGrids[slot5] = { [slot10] = slot11 } end end function slot3.getMapGrid(slot0, slot1, slot2) return slot0.mapGrids[slot1][slot2] end function slot3.hasGrid(slot0, slot1, slot2) if slot0.mapGrids[slot1] and slot3[slot2] then return true end return false end function slot3.setAllGridText(slot0) for slot4 = 1, 24 do for slot8 = 1, 24 do if slot0:hasGrid(slot4 - 1, slot8 - 1) then setText(slot0:getMapGrid(slot4 - 1, slot8 - 1):Find("Text"), slot0.map.depths[slot0.map:GetIndex(slot4, slot8)]) end end end end return slot3