using System;
using System.Collections.Generic;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020001C5 RID: 453
[Token(Token = "0x20001C5")]
public class SceneEventManager : MonoBehaviour
{
	// Token: 0x06001352 RID: 4946 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001352")]
	[Address(RVA = "0x433EC0", Offset = "0x432CC0", VA = "0x180433EC0")]
	public void InitData()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001353 RID: 4947 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001353")]
	[Address(RVA = "0x434B80", Offset = "0x433980", VA = "0x180434B80")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001354 RID: 4948 RVA: 0x0002C634 File Offset: 0x0002A834
	[Token(Token = "0x6001354")]
	[Address(RVA = "0x433D90", Offset = "0x432B90", VA = "0x180433D90")]
	private void FindAllMeshRenderer(List<MeshRenderer> MR, Transform obj)
	{
		MeshRenderer component = obj.GetComponent<MeshRenderer>();
		int num = 0;
		if (component != num)
		{
			MR.Add(component);
		}
		if (obj.childCount > 0)
		{
			int num2 = 0;
			int childCount = obj.childCount;
			if (num2 < childCount)
			{
				Transform child = obj.GetChild(num2);
				this.FindAllMeshRenderer(MR, child);
				num2++;
			}
		}
	}

	// Token: 0x06001355 RID: 4949 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001355")]
	[Address(RVA = "0x4335B0", Offset = "0x4323B0", VA = "0x1804335B0")]
	public void AreaCheck(GameObject[] Area, Terrain[] ShowTerrain)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001356 RID: 4950 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001356")]
	[Address(RVA = "0x434AF0", Offset = "0x4338F0", VA = "0x180434AF0")]
	public void SetChangeFog(Color FogColor, float fFogDistanceStart, float fFogDistanceEnd, float fSpeed, float fChangeTime)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001357 RID: 4951 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001357")]
	[Address(RVA = "0x433C10", Offset = "0x432A10", VA = "0x180433C10")]
	public void ChangeFog()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001358 RID: 4952 RVA: 0x0002C690 File Offset: 0x0002A890
	[Token(Token = "0x6001358")]
	[Address(RVA = "0x434B20", Offset = "0x433920", VA = "0x180434B20")]
	public void SetSun(Light DLight, float fIntensity)
	{
		this.g_bChangeSun = true;
		this.g_Sun = DLight;
		float intensity = this.g_Sun.intensity;
		this.g_fSetSunIntensity = fIntensity;
		this.g_fSunIntensity = intensity;
	}

	// Token: 0x06001359 RID: 4953 RVA: 0x0002C6CC File Offset: 0x0002A8CC
	[Token(Token = "0x6001359")]
	[Address(RVA = "0x433D00", Offset = "0x432B00", VA = "0x180433D00")]
	private void ChangeSun()
	{
		float num = this.g_fDeltaTime * 5f;
		float num2 = this.g_fSetSunIntensity;
		float num3 = Mathf.Lerp(this.g_fSunIntensity, num2, num);
		Light light = this.g_Sun;
		this.g_fSunIntensity = num3;
		num2 = num3;
		light.intensity = num2;
		float num4 = this.g_fSetSunIntensity;
		Light light2 = this.g_Sun;
		this.g_fSunIntensity = num4;
		light2.intensity = num4;
		this.g_bChangeSun = false;
	}

	// Token: 0x0600135A RID: 4954 RVA: 0x0002C744 File Offset: 0x0002A944
	[Token(Token = "0x600135A")]
	[Address(RVA = "0x3088F0", Offset = "0x3076F0", VA = "0x1803088F0")]
	public SceneEventManager()
	{
	}

	// Token: 0x04001E1B RID: 7707
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4001E1B")]
	public GameObject[] Scene;

	// Token: 0x04001E1C RID: 7708
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4001E1C")]
	public Terrain[] SceneTerrain;

	// Token: 0x04001E1D RID: 7709
	[FieldOffset(Offset = "0x28")]
	[Token(Token = "0x4001E1D")]
	private List<MeshRenderer>[] g_MR;

	// Token: 0x04001E1E RID: 7710
	[FieldOffset(Offset = "0x30")]
	[Token(Token = "0x4001E1E")]
	private SceneIsHide[] g_SceneIsHide;

	// Token: 0x04001E1F RID: 7711
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x4001E1F")]
	private bool g_bChangeFog;

	// Token: 0x04001E20 RID: 7712
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x4001E20")]
	private Color g_FogColor;

	// Token: 0x04001E21 RID: 7713
	[FieldOffset(Offset = "0x4C")]
	[Token(Token = "0x4001E21")]
	private float g_fFogDistanceStart;

	// Token: 0x04001E22 RID: 7714
	[FieldOffset(Offset = "0x50")]
	[Token(Token = "0x4001E22")]
	private float g_fFogDistanceEnd;

	// Token: 0x04001E23 RID: 7715
	[FieldOffset(Offset = "0x54")]
	[Token(Token = "0x4001E23")]
	private float g_fChangeFogSpeed;

	// Token: 0x04001E24 RID: 7716
	[FieldOffset(Offset = "0x58")]
	[Token(Token = "0x4001E24")]
	private float g_fChangeFogTime;

	// Token: 0x04001E25 RID: 7717
	[FieldOffset(Offset = "0x5C")]
	[Token(Token = "0x4001E25")]
	private bool g_bChangeSun;

	// Token: 0x04001E26 RID: 7718
	[FieldOffset(Offset = "0x60")]
	[Token(Token = "0x4001E26")]
	private Light g_Sun;

	// Token: 0x04001E27 RID: 7719
	[FieldOffset(Offset = "0x68")]
	[Token(Token = "0x4001E27")]
	private float g_fSetSunIntensity;

	// Token: 0x04001E28 RID: 7720
	[FieldOffset(Offset = "0x6C")]
	[Token(Token = "0x4001E28")]
	private float g_fSunIntensity;

	// Token: 0x04001E29 RID: 7721
	[FieldOffset(Offset = "0x70")]
	[Token(Token = "0x4001E29")]
	private float g_fDeltaTime;
}
