using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020000A9 RID: 169
[Token(Token = "0x20000A9")]
public class NPC_CatGril : NPC
{
	// Token: 0x06000796 RID: 1942 RVA: 0x000113F4 File Offset: 0x0000F5F4
	[Token(Token = "0x6000796")]
	[Address(RVA = "0xEC7580", Offset = "0xEC6380", VA = "0x180EC7580", Slot = "4")]
	public override void Init()
	{
		base.Init();
		Material[] g_Mat = this.g_Mat;
		int num = 0;
		this.g_fShadowSwitch = (float)num;
		if (num < g_Mat.Length)
		{
			Material material = g_Mat[num];
			int num2 = 0;
			if (material != num2)
			{
				Material material2 = this.g_Mat[num];
				float num3 = this.g_fShadowSwitch;
				material2.SetFloat("_ShadowTexSwitch", num3);
			}
			Material[] g_Mat2 = this.g_Mat;
			num++;
		}
		GameObject se_Transform = this.SE_Transform;
		Transform transform = base.transform;
		SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(se_Transform, transform);
		this.g_SETransform = soundEffectOfPrefabs;
		Game.BindStageTimeScale(this.g_SETransform);
		GameObject se_HoldPlayer = this.SE_HoldPlayer;
		Transform transform2 = base.transform;
		SoundEffect soundEffectOfPrefabs2 = Common.GetSoundEffectOfPrefabs(se_HoldPlayer, transform2);
		this.g_SEHoldPlayer = soundEffectOfPrefabs2;
		Game.BindStageTimeScale(this.g_SEHoldPlayer);
		GameObject se_EndingDebut = this.SE_EndingDebut;
		Transform transform3 = base.transform;
		SoundEffect soundEffectOfPrefabs3 = Common.GetSoundEffectOfPrefabs(se_EndingDebut, transform3);
		this.g_SEEndingDebut = soundEffectOfPrefabs3;
		Game.BindStageTimeScale(this.g_SEEndingDebut);
	}

	// Token: 0x06000797 RID: 1943 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000797")]
	[Address(RVA = "0xEC7A00", Offset = "0xEC6800", VA = "0x180EC7A00", Slot = "6")]
	protected override void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000798 RID: 1944 RVA: 0x000114F4 File Offset: 0x0000F6F4
	[Token(Token = "0x6000798")]
	[Address(RVA = "0xEC77D0", Offset = "0xEC65D0", VA = "0x180EC77D0")]
	public void PlayPSBody()
	{
		this.PS_Body01.Play(true);
		this.PS_Body02.Play(true);
		Material[] g_Mat = this.g_Mat;
		int num = 0;
		this.g_gShadowSwitchSet = 1f;
		this.g_fShadowSwitch = 1f;
		if (num < g_Mat.Length)
		{
			Material material = g_Mat[num];
			int num2 = 0;
			if (material != num2)
			{
				Material material2 = this.g_Mat[num];
				float num3 = this.g_fShadowSwitch;
				material2.SetFloat("_ShadowTexSwitch", num3);
			}
			Material[] g_Mat2 = this.g_Mat;
			num++;
		}
		this.g_SETransform.PlayRandom(1f, 1f);
	}

	// Token: 0x06000799 RID: 1945 RVA: 0x000115A0 File Offset: 0x0000F7A0
	[Token(Token = "0x6000799")]
	[Address(RVA = "0x758AC0", Offset = "0x7578C0", VA = "0x180758AC0")]
	public void PlaySEHoldPlayer()
	{
		this.g_SEHoldPlayer.PlayRandom(1f, 1f);
	}

	// Token: 0x0600079A RID: 1946 RVA: 0x000115C8 File Offset: 0x0000F7C8
	[Token(Token = "0x600079A")]
	[Address(RVA = "0xEC7970", Offset = "0xEC6770", VA = "0x180EC7970")]
	public void SetShadowSwitch(float Val)
	{
		float num = Mathf.Clamp01(Val);
		this.g_gShadowSwitchSet = num;
	}

	// Token: 0x0600079B RID: 1947 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600079B")]
	[Address(RVA = "0xEC73F0", Offset = "0xEC61F0", VA = "0x180EC73F0")]
	public void EndingDebut()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600079C RID: 1948 RVA: 0x000115E4 File Offset: 0x0000F7E4
	[Token(Token = "0x600079C")]
	[Address(RVA = "0xEC79A0", Offset = "0xEC67A0", VA = "0x180EC79A0", Slot = "17")]
	public override void SetTimeScale(float fTimeScale)
	{
		base.SetTimeScale(fTimeScale);
		Common.SetEffectTimeScale(this.PS_Body01, fTimeScale);
		Common.SetEffectTimeScale(this.PS_Body02, fTimeScale);
		Common.SetEffectTimeScale(this.PS_EndingDebut, fTimeScale);
	}

	// Token: 0x0600079D RID: 1949 RVA: 0x0001161C File Offset: 0x0000F81C
	[Token(Token = "0x600079D")]
	[Address(RVA = "0xEC7D40", Offset = "0xEC6B40", VA = "0x180EC7D40")]
	public NPC_CatGril()
	{
	}

	// Token: 0x040008D6 RID: 2262
	[FieldOffset(Offset = "0x100")]
	[Token(Token = "0x40008D6")]
	public ParticleSystem PS_Body01;

	// Token: 0x040008D7 RID: 2263
	[FieldOffset(Offset = "0x108")]
	[Token(Token = "0x40008D7")]
	public ParticleSystem PS_Body02;

	// Token: 0x040008D8 RID: 2264
	[FieldOffset(Offset = "0x110")]
	[Token(Token = "0x40008D8")]
	public ParticleSystem PS_EndingDebut;

	// Token: 0x040008D9 RID: 2265
	[FieldOffset(Offset = "0x118")]
	[Token(Token = "0x40008D9")]
	public GameObject SE_Transform;

	// Token: 0x040008DA RID: 2266
	[FieldOffset(Offset = "0x120")]
	[Token(Token = "0x40008DA")]
	public GameObject SE_HoldPlayer;

	// Token: 0x040008DB RID: 2267
	[FieldOffset(Offset = "0x128")]
	[Token(Token = "0x40008DB")]
	public GameObject SE_EndingDebut;

	// Token: 0x040008DC RID: 2268
	[FieldOffset(Offset = "0x130")]
	[Token(Token = "0x40008DC")]
	private SoundEffect g_SETransform;

	// Token: 0x040008DD RID: 2269
	[FieldOffset(Offset = "0x138")]
	[Token(Token = "0x40008DD")]
	private SoundEffect g_SEHoldPlayer;

	// Token: 0x040008DE RID: 2270
	[FieldOffset(Offset = "0x140")]
	[Token(Token = "0x40008DE")]
	private SoundEffect g_SEEndingDebut;

	// Token: 0x040008DF RID: 2271
	[FieldOffset(Offset = "0x148")]
	[Token(Token = "0x40008DF")]
	private float g_fShadowSwitch;

	// Token: 0x040008E0 RID: 2272
	[FieldOffset(Offset = "0x14C")]
	[Token(Token = "0x40008E0")]
	private float g_gShadowSwitchSet;

	// Token: 0x040008E1 RID: 2273
	[FieldOffset(Offset = "0x150")]
	[Token(Token = "0x40008E1")]
	private bool g_bGlow;

	// Token: 0x040008E2 RID: 2274
	[FieldOffset(Offset = "0x154")]
	[Token(Token = "0x40008E2")]
	private float g_fGlow;
}
