using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x0200000D RID: 13
[Token(Token = "0x200000D")]
public class Eff_GhostA_AttackComboA01 : MonoBehaviour
{
	// Token: 0x06000046 RID: 70 RVA: 0x00002BCC File Offset: 0x00000DCC
	[Token(Token = "0x6000046")]
	[Address(RVA = "0xA5E270", Offset = "0xA5D070", VA = "0x180A5E270")]
	private void Start()
	{
		Material material = base.GetComponent<MeshRenderer>().GetMaterial();
		this.g_Mat = material;
		Material material2 = this.g_Mat;
		int num = 0;
		material2.SetFloat("_Alpha", (float)num);
		Material material3 = this.g_Mat;
		int num2 = 0;
		material3.SetFloat("_TimeScale", (float)num2);
	}

	// Token: 0x06000047 RID: 71 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000047")]
	[Address(RVA = "0xA5E330", Offset = "0xA5D130", VA = "0x180A5E330")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000048 RID: 72 RVA: 0x00002C20 File Offset: 0x00000E20
	[Token(Token = "0x6000048")]
	[Address(RVA = "0xA5E170", Offset = "0xA5CF70", VA = "0x180A5E170")]
	public void ResetData()
	{
		float lifeTime = this.LifeTime;
		this.g_Time = lifeTime;
		float startAlpha = this.StartAlpha;
		this.g_Alpha = startAlpha;
		float continueAlpha = this.ContinueAlpha;
		this.g_ContinueAlpha = continueAlpha;
		float gradientXStart = this.GradientXStart;
		this.g_GradientX = gradientXStart;
		float gradientYStart = this.GradientYStart;
		this.g_GradientY = gradientYStart;
		Material material = this.g_Mat;
		float stageTimeScale = Game.GetStageTimeScale();
		material.SetFloat("_TimeScale", stageTimeScale);
	}

	// Token: 0x06000049 RID: 73 RVA: 0x00002C9C File Offset: 0x00000E9C
	[Token(Token = "0x6000049")]
	[Address(RVA = "0xA5E160", Offset = "0xA5CF60", VA = "0x180A5E160")]
	public void PlayEffect(bool bLoop = false)
	{
		this.Loop = bLoop;
		this.g_bPlay = true;
		this.ResetData();
	}

	// Token: 0x0600004A RID: 74 RVA: 0x00002CC0 File Offset: 0x00000EC0
	[Token(Token = "0x600004A")]
	[Address(RVA = "0xA5E320", Offset = "0xA5D120", VA = "0x180A5E320")]
	public void StopEffect()
	{
		this.Loop = false;
	}

	// Token: 0x0600004B RID: 75 RVA: 0x00002CD4 File Offset: 0x00000ED4
	[Token(Token = "0x600004B")]
	[Address(RVA = "0xA5E210", Offset = "0xA5D010", VA = "0x180A5E210")]
	public void SetTimeScale(float fTimeScale)
	{
		this.g_Mat.SetFloat("_TimeScale", fTimeScale);
	}

	// Token: 0x0600004C RID: 76 RVA: 0x00002CF8 File Offset: 0x00000EF8
	[Token(Token = "0x600004C")]
	[Address(RVA = "0xA5E490", Offset = "0xA5D290", VA = "0x180A5E490")]
	public Eff_GhostA_AttackComboA01()
	{
	}

	// Token: 0x04000065 RID: 101
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4000065")]
	private Material g_Mat;

	// Token: 0x04000066 RID: 102
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4000066")]
	public bool Loop = true;

	// Token: 0x04000067 RID: 103
	[FieldOffset(Offset = "0x24")]
	[Token(Token = "0x4000067")]
	public float LifeTime = 2f;

	// Token: 0x04000068 RID: 104
	[FieldOffset(Offset = "0x28")]
	[Token(Token = "0x4000068")]
	private float g_Time;

	// Token: 0x04000069 RID: 105
	[FieldOffset(Offset = "0x2C")]
	[Token(Token = "0x4000069")]
	public float StartAlpha = 0.95f;

	// Token: 0x0400006A RID: 106
	[FieldOffset(Offset = "0x30")]
	[Token(Token = "0x400006A")]
	public float ContinueAlpha = 0.5f;

	// Token: 0x0400006B RID: 107
	[FieldOffset(Offset = "0x34")]
	[Token(Token = "0x400006B")]
	public float FadeOutAlpha = 1f;

	// Token: 0x0400006C RID: 108
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x400006C")]
	private float g_Alpha;

	// Token: 0x0400006D RID: 109
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x400006D")]
	private float g_ContinueAlpha;

	// Token: 0x0400006E RID: 110
	[FieldOffset(Offset = "0x40")]
	[Token(Token = "0x400006E")]
	public float GradientXStart;

	// Token: 0x0400006F RID: 111
	[FieldOffset(Offset = "0x44")]
	[Token(Token = "0x400006F")]
	public float GradientYStart;

	// Token: 0x04000070 RID: 112
	[FieldOffset(Offset = "0x48")]
	[Token(Token = "0x4000070")]
	public float GradientXSpeed;

	// Token: 0x04000071 RID: 113
	[FieldOffset(Offset = "0x4C")]
	[Token(Token = "0x4000071")]
	public float GradientYSpeed;

	// Token: 0x04000072 RID: 114
	[FieldOffset(Offset = "0x50")]
	[Token(Token = "0x4000072")]
	private float g_GradientX;

	// Token: 0x04000073 RID: 115
	[FieldOffset(Offset = "0x54")]
	[Token(Token = "0x4000073")]
	private float g_GradientY;

	// Token: 0x04000074 RID: 116
	[FieldOffset(Offset = "0x58")]
	[Token(Token = "0x4000074")]
	private bool g_bPlay;
}
