using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020000E0 RID: 224
[Token(Token = "0x20000E0")]
public class LightningBullet : MonoBehaviour
{
	// Token: 0x06000C3E RID: 3134 RVA: 0x0001D908 File Offset: 0x0001BB08
	[Token(Token = "0x6000C3E")]
	[Address(RVA = "0x3F60B0", Offset = "0x3F4EB0", VA = "0x1803F60B0")]
	private void Start()
	{
		LineRenderer component = base.GetComponent<LineRenderer>();
		this.g_LR = component;
		float randomRange = this.RandomRange;
		LineRenderer lineRenderer = this.g_LR;
		this.g_fStartRandomRange = randomRange;
		float randomSamllRange = this.RandomSamllRange;
		this.g_fStartRandomSamllRange = randomSamllRange;
		Material material = lineRenderer.GetMaterial();
		this.g_Mat = material;
		float widthMultiplier = this.g_LR.widthMultiplier;
		bool loop = this.Loop;
		float z = this.EndPos.z;
		float z2 = this.StartPos.z;
		this.g_fOriginalWidth = widthMultiplier;
		float num = this.g_fStartRandomRange;
		LineRenderer lineRenderer2 = this.g_LR;
		float num2 = this.g_fOriginalWidth;
		this.RandomRange = num;
		float num3 = this.g_fStartRandomSamllRange;
		this.RandomSamllRange = num3;
		float frequency = this.Frequency;
		this.g_fFrequency = frequency;
		float duration = this.Duration;
		this.StartPos.z = z2;
		this.EndPos.z = z;
		this.g_fDuration = duration;
		this.g_fWidth = num2;
		lineRenderer2.widthMultiplier = num2;
		Color matColor = this.MatColor;
		Material material2 = this.g_Mat;
		this.g_MatColor = matColor;
		material2.SetColor("_TintColor", matColor);
		this.Loop = loop;
		this.g_fLife = 0f;
		base.gameObject.SetActive(true);
	}

	// Token: 0x06000C3F RID: 3135 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000C3F")]
	[Address(RVA = "0x3F6270", Offset = "0x3F5070", VA = "0x1803F6270")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000C40 RID: 3136 RVA: 0x0001DA54 File Offset: 0x0001BC54
	[Token(Token = "0x6000C40")]
	[Address(RVA = "0x3F5FA0", Offset = "0x3F4DA0", VA = "0x1803F5FA0")]
	public void NewUse(Vector3 Start, Vector3 End, bool bLoop = false, float fLife = 5f)
	{
		float z = Start.z;
		LineRenderer lineRenderer = this.g_LR;
		float num = this.g_fOriginalWidth;
		this.StartPos.z = z;
		float z2 = End.z;
		this.EndPos.z = z2;
		float num2 = this.g_fStartRandomRange;
		this.RandomRange = num2;
		float num3 = this.g_fStartRandomSamllRange;
		this.RandomSamllRange = num3;
		float frequency = this.Frequency;
		this.g_fFrequency = frequency;
		float duration = this.Duration;
		this.g_fDuration = duration;
		this.g_fWidth = num;
		lineRenderer.widthMultiplier = num;
		Color matColor = this.MatColor;
		Material material = this.g_Mat;
		this.g_MatColor = matColor;
		material.SetColor("_TintColor", matColor);
		this.g_fLife = (float)0;
		this.Loop = bLoop;
		base.gameObject.SetActive(true);
	}

	// Token: 0x06000C41 RID: 3137 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000C41")]
	[Address(RVA = "0x3F6DF0", Offset = "0x3F5BF0", VA = "0x1803F6DF0")]
	public LightningBullet()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x04001510 RID: 5392
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4001510")]
	private LineRenderer g_LR;

	// Token: 0x04001511 RID: 5393
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4001511")]
	public Vector3 StartPos;

	// Token: 0x04001512 RID: 5394
	[FieldOffset(Offset = "0x2C")]
	[Token(Token = "0x4001512")]
	public Vector3 EndPos;

	// Token: 0x04001513 RID: 5395
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x4001513")]
	public int NodeNum;

	// Token: 0x04001514 RID: 5396
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x4001514")]
	public int NodeSmallNum;

	// Token: 0x04001515 RID: 5397
	[FieldOffset(Offset = "0x40")]
	[Token(Token = "0x4001515")]
	public float RandomRange;

	// Token: 0x04001516 RID: 5398
	[FieldOffset(Offset = "0x44")]
	[Token(Token = "0x4001516")]
	public float RandomSamllRange;

	// Token: 0x04001517 RID: 5399
	[FieldOffset(Offset = "0x48")]
	[Token(Token = "0x4001517")]
	public Vector3 RandomScale;

	// Token: 0x04001518 RID: 5400
	[FieldOffset(Offset = "0x54")]
	[Token(Token = "0x4001518")]
	public float Frequency;

	// Token: 0x04001519 RID: 5401
	[FieldOffset(Offset = "0x58")]
	[Token(Token = "0x4001519")]
	public bool Loop;

	// Token: 0x0400151A RID: 5402
	[FieldOffset(Offset = "0x5C")]
	[Token(Token = "0x400151A")]
	public float Duration;

	// Token: 0x0400151B RID: 5403
	[FieldOffset(Offset = "0x60")]
	[Token(Token = "0x400151B")]
	public float FadOutSpeed;

	// Token: 0x0400151C RID: 5404
	[FieldOffset(Offset = "0x64")]
	[Token(Token = "0x400151C")]
	public Color MatColor;

	// Token: 0x0400151D RID: 5405
	[FieldOffset(Offset = "0x74")]
	[Token(Token = "0x400151D")]
	private float g_fStartRandomRange;

	// Token: 0x0400151E RID: 5406
	[FieldOffset(Offset = "0x78")]
	[Token(Token = "0x400151E")]
	private float g_fStartRandomSamllRange;

	// Token: 0x0400151F RID: 5407
	[FieldOffset(Offset = "0x7C")]
	[Token(Token = "0x400151F")]
	private float g_fFrequency;

	// Token: 0x04001520 RID: 5408
	[FieldOffset(Offset = "0x80")]
	[Token(Token = "0x4001520")]
	private float g_fDuration;

	// Token: 0x04001521 RID: 5409
	[FieldOffset(Offset = "0x84")]
	[Token(Token = "0x4001521")]
	private float g_fOriginalWidth;

	// Token: 0x04001522 RID: 5410
	[FieldOffset(Offset = "0x88")]
	[Token(Token = "0x4001522")]
	private float g_fWidth;

	// Token: 0x04001523 RID: 5411
	[FieldOffset(Offset = "0x8C")]
	[Token(Token = "0x4001523")]
	private Color g_MatColor;

	// Token: 0x04001524 RID: 5412
	[FieldOffset(Offset = "0x9C")]
	[Token(Token = "0x4001524")]
	private float g_fLife;

	// Token: 0x04001525 RID: 5413
	[FieldOffset(Offset = "0xA0")]
	[Token(Token = "0x4001525")]
	private Material g_Mat;
}
