using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020001BF RID: 447
[Token(Token = "0x20001BF")]
public class RadiusPlayerCheck : MonoBehaviour
{
	// Token: 0x0600133A RID: 4922 RVA: 0x0002C1CC File Offset: 0x0002A3CC
	[Token(Token = "0x600133A")]
	[Address(RVA = "0xBE2F10", Offset = "0xBE1D10", VA = "0x180BE2F10")]
	public void Init()
	{
		float radius = base.GetComponent<SphereCollider>().radius;
		RadiusPlayerCheck.PlyaerCheckTypre type = this.Type;
		this.g_fRadius = radius;
		this.g_bEnter = false;
		this.g_fPrevSwitchValue = 0f;
		if (type != RadiusPlayerCheck.PlyaerCheckTypre.BGSE)
		{
			if (type == RadiusPlayerCheck.PlyaerCheckTypre.Damage)
			{
				AttackData component = base.transform.GetComponent<AttackData>();
				this.g_AD = component;
				AttackData attackData = this.g_AD;
				int num = 0;
				if (attackData == num)
				{
					Debug.Log("攻擊資料錯誤");
				}
				Transform transform = base.transform.Find("SoundEffect");
				int num2 = 0;
				if (transform != num2)
				{
					SoundEffect component2 = transform.GetComponent<SoundEffect>();
					this.g_SE = component2;
					SoundEffect soundEffect = this.g_SE;
					int num3 = 0;
					if (!(soundEffect == num3))
					{
						this.g_SE.InitData();
						Game.BindStageTimeScale(this.g_SE);
					}
					string name = base.name;
					Debug.LogError("背景音效錯誤 : " + name);
				}
				Transform transform2 = base.transform.Find("PS");
				int num4 = 0;
				if (transform2 != num4)
				{
					ParticleSystem component3 = transform2.GetComponent<ParticleSystem>();
					this.g_PS = component3;
					ParticleSystem particleSystem = this.g_PS;
					int num5 = 0;
					if (particleSystem == num5)
					{
						string name2 = base.name;
						Debug.LogError("挨打特效錯誤 : " + name2);
					}
				}
				this.g_fStageTimeScale = 1f;
			}
			return;
		}
		Transform transform3 = base.transform.Find("SoundEffect");
		int num6 = 0;
		if (transform3 != num6)
		{
			SoundEffect component4 = transform3.GetComponent<SoundEffect>();
			this.g_SE = component4;
			SoundEffect soundEffect2 = this.g_SE;
			int num7 = 0;
			if (!(soundEffect2 == num7))
			{
				this.g_SE.InitData();
				Game.BindStageTimeScale(this.g_SE);
				return;
			}
		}
		string name3 = base.name;
		Debug.LogError("背景音效錯誤 : " + name3);
	}

	// Token: 0x0600133B RID: 4923 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600133B")]
	[Address(RVA = "0xBE3750", Offset = "0xBE2550", VA = "0x180BE3750")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600133C RID: 4924 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600133C")]
	[Address(RVA = "0xBE3460", Offset = "0xBE2260", VA = "0x180BE3460")]
	private void OnTriggerEnter(Collider collision)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600133D RID: 4925 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600133D")]
	[Address(RVA = "0xBE35A0", Offset = "0xBE23A0", VA = "0x180BE35A0")]
	private void OnTriggerExit(Collider collision)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600133E RID: 4926 RVA: 0x0002C3AC File Offset: 0x0002A5AC
	[Token(Token = "0x600133E")]
	[Address(RVA = "0xBE3D70", Offset = "0xBE2B70", VA = "0x180BE3D70")]
	public RadiusPlayerCheck()
	{
	}

	// Token: 0x04001DFF RID: 7679
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4001DFF")]
	private float g_fRadius;

	// Token: 0x04001E00 RID: 7680
	[FieldOffset(Offset = "0x1C")]
	[Token(Token = "0x4001E00")]
	private bool g_bEnter;

	// Token: 0x04001E01 RID: 7681
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4001E01")]
	private float g_fPrevSwitchValue;

	// Token: 0x04001E02 RID: 7682
	[FieldOffset(Offset = "0x28")]
	[Token(Token = "0x4001E02")]
	private SoundEffect g_SE;

	// Token: 0x04001E03 RID: 7683
	[FieldOffset(Offset = "0x30")]
	[Token(Token = "0x4001E03")]
	private AttackData g_AD;

	// Token: 0x04001E04 RID: 7684
	[Token(Token = "0x4001E04")]
	private const float g_fAttackFrequency = 0.3f;

	// Token: 0x04001E05 RID: 7685
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x4001E05")]
	private float g_fAttackFrequencyVal;

	// Token: 0x04001E06 RID: 7686
	[FieldOffset(Offset = "0x40")]
	[Token(Token = "0x4001E06")]
	private ParticleSystem g_PS;

	// Token: 0x04001E07 RID: 7687
	[FieldOffset(Offset = "0x48")]
	[Token(Token = "0x4001E07")]
	private float g_fStageTimeScale = 1f;

	// Token: 0x04001E08 RID: 7688
	[FieldOffset(Offset = "0x4C")]
	[Token(Token = "0x4001E08")]
	public RadiusPlayerCheck.PlyaerCheckTypre Type;

	// Token: 0x020001C0 RID: 448
	[Token(Token = "0x20001C0")]
	public enum PlyaerCheckTypre
	{
		// Token: 0x04001E0A RID: 7690
		[Token(Token = "0x4001E0A")]
		Default,
		// Token: 0x04001E0B RID: 7691
		[Token(Token = "0x4001E0B")]
		PlayerShadow,
		// Token: 0x04001E0C RID: 7692
		[Token(Token = "0x4001E0C")]
		ReplyMana,
		// Token: 0x04001E0D RID: 7693
		[Token(Token = "0x4001E0D")]
		BGSE,
		// Token: 0x04001E0E RID: 7694
		[Token(Token = "0x4001E0E")]
		WindLayer,
		// Token: 0x04001E0F RID: 7695
		[Token(Token = "0x4001E0F")]
		Damage
	}
}
