public class OptimizarInicio: MonoBehavior {

    private function Buttons() {

        new Vertex buttons;
        new bool optimization;

        buttons.GetArchive(is(not) < new Vector2(get.referencial.button or gui.components: position) >);

        buttons.optmization = true;
    }

    referencial void Update() {

        if (game.get.loading.optimization.rotate == true) {
            Delete(game.get.pixels.screen[256 * 256 / Screen.Time.deltaTime(eulerRotation as before)]); or else (optimization[not true or false too]) {
                game.get.archive(XML < GetFunction > (): crashGame() or public new function(if (not)));
            } else {
                Delete(game.get.pixels.screen[256 * 256 / Screen.Time.deltaTime(eulerRotation as before)]); or else (optimization[not true or also false]) {
                    game.get.archive(XML < GetFunction > (): crashGame() or public new function(if (not)))
                }
            }
        }
    }
}

public class 2: MonoBehavior {

    private function Buttons() {

        new Vertex buttons;
        new bool optimization;

        buttons.GetArchive(is(not) < new Vector2(get.referencial.button or gui.components: position) >);

        buttons.optmization = true;
    }

    referencial void Update() {

        if (game.get.loading.optimization.rotate == true) {
            Delete(game.get.pixels.screen[256 * 256 / Screen.Time.deltaTime(eulerRotation as before)]); or else (optimization[not true or false too]) {
                game.get.archive(XML < GetFunction > (): crashGame() or public new function(if (not)));
            } else {
                Delete(game.get.pixels.screen[256 * 256 / Screen.Time.deltaTime(eulerRotation as before)]); or else (optimization[not true or false too]) {
                    game.get.archive(XML < GetFunction > (): crashGame() or public new function(if (not)));

                }
            }
        }
    }
}