using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020000CB RID: 203
[Token(Token = "0x20000CB")]
public class Doll02StoneEffectPlay : Doll02EffectPlay
{
	// Token: 0x06000AC1 RID: 2753 RVA: 0x000195D8 File Offset: 0x000177D8
	[Token(Token = "0x6000AC1")]
	[Address(RVA = "0x16F8A60", Offset = "0x16F7860", VA = "0x1816F8A60", Slot = "4")]
	public override void InitData()
	{
		base.InitData();
		string text = this.sERockDragObjectPath;
		Transform transform = base.transform;
		Action<SoundEffect> action = delegate(SoundEffect se)
		{
			this.g_SERockDragStep = se;
			Game.BindStageTimeScale(this.g_SERockDragStep);
		};
		Common.LoadSoundEffect(text, transform, action);
		string text2 = this.sEEyePath;
		Transform transform2 = base.transform;
		Action<SoundEffect> action2 = delegate(SoundEffect se)
		{
			this.g_SEEye = se;
			Game.BindStageTimeScale(this.g_SEEye);
		};
		Common.LoadSoundEffect(text2, transform2, action2);
		ParticleSystem component = base.transform.Find("PS_DamageSmoke").GetComponent<ParticleSystem>();
		this.PS_DamageSmoke = component;
		this.PS_DamageSmoke.Stop(true);
		ParticleSystem component2 = base.transform.Find("PS_DeathSmoke").GetComponent<ParticleSystem>();
		this.PS_DeathSmoke = component2;
		this.PS_DeathSmoke.Stop(true);
		ParticleSystem component3 = Common.FindChild(base.transform, "PS_EyeEffect").GetComponent<ParticleSystem>();
		this.PS_Eye = component3;
		this.PS_Eye.Stop(true);
	}

	// Token: 0x06000AC2 RID: 2754 RVA: 0x000196BC File Offset: 0x000178BC
	[Token(Token = "0x6000AC2")]
	[Address(RVA = "0x16F8830", Offset = "0x16F7630", VA = "0x1816F8830", Slot = "7")]
	public override void Create()
	{
		ParticleSystem g_BodyEffect = this.g_BodyEffect;
		this.g_bDeath = false;
		g_BodyEffect.Stop(true);
		ParticleSystem g_DeathEffect = this.g_DeathEffect;
		int num = 0;
		g_DeathEffect.Stop(num != 0);
		Material g_matBody = this.g_matBody01;
		this.g_fDeathShadowPos = 1f;
		this.g_fMatShadowPos = 0f;
		int num2 = 0;
		g_matBody.SetFloat("_ShadowPow", (float)num2);
		Material g_matBody2 = this.g_matBody02;
		int num3 = 0;
		g_matBody2.SetFloat("_ShadowPow", (float)num3);
		Material g_matHead = this.g_matHead01;
		int num4 = 0;
		g_matHead.SetFloat("_ShadowPow", (float)num4);
		Material g_matHead2 = this.g_matHead02;
		int num5 = 0;
		g_matHead2.SetFloat("_ShadowPow", (float)num5);
		Material g_matWeapon = this.g_matWeapon;
		int num6 = 0;
		g_matWeapon.SetFloat("_ShadowPow", (float)num6);
	}

	// Token: 0x06000AC3 RID: 2755 RVA: 0x00019788 File Offset: 0x00017988
	[Token(Token = "0x6000AC3")]
	[Address(RVA = "0x16F8950", Offset = "0x16F7750", VA = "0x1816F8950", Slot = "6")]
	public override void Damaged()
	{
		Material g_matBody = this.g_matBody01;
		this.g_fMatShadowPos = 0f;
		int num = 0;
		g_matBody.SetFloat("_ShadowPow", (float)num);
		Material g_matBody2 = this.g_matBody02;
		float g_fMatShadowPos = this.g_fMatShadowPos;
		g_matBody2.SetFloat("_ShadowPow", g_fMatShadowPos);
		Material g_matHead = this.g_matHead01;
		float g_fMatShadowPos2 = this.g_fMatShadowPos;
		g_matHead.SetFloat("_ShadowPow", g_fMatShadowPos2);
		Material g_matHead2 = this.g_matHead02;
		float g_fMatShadowPos3 = this.g_fMatShadowPos;
		g_matHead2.SetFloat("_ShadowPow", g_fMatShadowPos3);
		Material g_matWeapon = this.g_matWeapon;
		float g_fMatShadowPos4 = this.g_fMatShadowPos;
		g_matWeapon.SetFloat("_ShadowPow", g_fMatShadowPos4);
		this.PS_DamageSmoke.Play(true);
	}

	// Token: 0x06000AC4 RID: 2756 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000AC4")]
	[Address(RVA = "0x16F8E50", Offset = "0x16F7C50", VA = "0x1816F8E50", Slot = "10")]
	public override void PlaySEFootstepL()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000AC5 RID: 2757 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000AC5")]
	[Address(RVA = "0x16F9040", Offset = "0x16F7E40", VA = "0x1816F9040", Slot = "11")]
	public override void PlaySEFootstepR()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000AC6 RID: 2758 RVA: 0x0001983C File Offset: 0x00017A3C
	[Token(Token = "0x6000AC6")]
	[Address(RVA = "0x16F9230", Offset = "0x16F8030", VA = "0x1816F9230")]
	public void PlaySERockDarg()
	{
		this.g_SERockDragStep.PlayRandom(1f, 1f);
	}

	// Token: 0x06000AC7 RID: 2759 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000AC7")]
	[Address(RVA = "0x16F8CE0", Offset = "0x16F7AE0", VA = "0x1816F8CE0")]
	public void PlayPSDead()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000AC8 RID: 2760 RVA: 0x00019864 File Offset: 0x00017A64
	[Token(Token = "0x6000AC8")]
	[Address(RVA = "0x16F9260", Offset = "0x16F8060", VA = "0x1816F9260")]
	public void StartFight()
	{
		this.g_matBody01.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matBody02.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matHead01.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matHead02.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matWeapon.SetFloat("_ShadowTexSwitch", 1f);
		this.g_SEEye.PlayRandom(1f, 1f);
		this.PS_Eye.Play(true);
		this.g_BodyEffect.Play(true);
	}

	// Token: 0x06000AC9 RID: 2761 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000AC9")]
	[Address(RVA = "0x16F87C0", Offset = "0x16F75C0", VA = "0x1816F87C0")]
	public Doll02StoneEffectPlay()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x04001202 RID: 4610
	[FieldOffset(Offset = "0x1C8")]
	[Token(Token = "0x4001202")]
	[SerializeField]
	private string sERockDragObjectPath;

	// Token: 0x04001203 RID: 4611
	[FieldOffset(Offset = "0x1D0")]
	[Token(Token = "0x4001203")]
	[SerializeField]
	private string sEEyePath;

	// Token: 0x04001204 RID: 4612
	[FieldOffset(Offset = "0x1D8")]
	[Token(Token = "0x4001204")]
	private SoundEffect g_SERockDragStep;

	// Token: 0x04001205 RID: 4613
	[FieldOffset(Offset = "0x1E0")]
	[Token(Token = "0x4001205")]
	private SoundEffect g_SEEye;

	// Token: 0x04001206 RID: 4614
	[FieldOffset(Offset = "0x1E8")]
	[Token(Token = "0x4001206")]
	private ParticleSystem PS_DamageSmoke;

	// Token: 0x04001207 RID: 4615
	[FieldOffset(Offset = "0x1F0")]
	[Token(Token = "0x4001207")]
	private ParticleSystem PS_DeathSmoke;

	// Token: 0x04001208 RID: 4616
	[FieldOffset(Offset = "0x1F8")]
	[Token(Token = "0x4001208")]
	private ParticleSystem PS_Eye;
}
