using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020000C0 RID: 192
[Token(Token = "0x20000C0")]
public class NPC_CatGril : NPC
{
	// Token: 0x0600083F RID: 2111 RVA: 0x00011EC8 File Offset: 0x000100C8
	[Token(Token = "0x600083F")]
	[Address(RVA = "0xF135F0", Offset = "0xF125F0", VA = "0x180F135F0", 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: 0x06000840 RID: 2112 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000840")]
	[Address(RVA = "0xF13AA0", Offset = "0xF12AA0", VA = "0x180F13AA0", Slot = "6")]
	protected override void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000841 RID: 2113 RVA: 0x00011FC8 File Offset: 0x000101C8
	[Token(Token = "0x6000841")]
	[Address(RVA = "0xF13840", Offset = "0xF12840", VA = "0x180F13840")]
	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: 0x06000842 RID: 2114 RVA: 0x00012074 File Offset: 0x00010274
	[Token(Token = "0x6000842")]
	[Address(RVA = "0xF139E0", Offset = "0xF129E0", VA = "0x180F139E0")]
	public void PlaySEHoldPlayer()
	{
		this.g_SEHoldPlayer.PlayRandom(1f, 1f);
	}

	// Token: 0x06000843 RID: 2115 RVA: 0x0001209C File Offset: 0x0001029C
	[Token(Token = "0x6000843")]
	[Address(RVA = "0xF13A10", Offset = "0xF12A10", VA = "0x180F13A10")]
	public new void SetShadowSwitch(float Val)
	{
		float num = Mathf.Clamp01(Val);
		this.g_gShadowSwitchSet = num;
	}

	// Token: 0x06000844 RID: 2116 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000844")]
	[Address(RVA = "0xF13460", Offset = "0xF12460", VA = "0x180F13460")]
	public void EndingDebut()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000845 RID: 2117 RVA: 0x000120B8 File Offset: 0x000102B8
	[Token(Token = "0x6000845")]
	[Address(RVA = "0xF13A40", Offset = "0xF12A40", VA = "0x180F13A40", Slot = "19")]
	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: 0x06000846 RID: 2118 RVA: 0x000120F0 File Offset: 0x000102F0
	[Token(Token = "0x6000846")]
	[Address(RVA = "0xF12AD0", Offset = "0xF11AD0", VA = "0x180F12AD0")]
	public NPC_CatGril()
	{
	}

	// Token: 0x04000958 RID: 2392
	[FieldOffset(Offset = "0x108")]
	[Token(Token = "0x4000958")]
	public ParticleSystem PS_Body01;

	// Token: 0x04000959 RID: 2393
	[FieldOffset(Offset = "0x110")]
	[Token(Token = "0x4000959")]
	public ParticleSystem PS_Body02;

	// Token: 0x0400095A RID: 2394
	[FieldOffset(Offset = "0x118")]
	[Token(Token = "0x400095A")]
	public ParticleSystem PS_EndingDebut;

	// Token: 0x0400095B RID: 2395
	[FieldOffset(Offset = "0x120")]
	[Token(Token = "0x400095B")]
	public GameObject SE_Transform;

	// Token: 0x0400095C RID: 2396
	[FieldOffset(Offset = "0x128")]
	[Token(Token = "0x400095C")]
	public GameObject SE_HoldPlayer;

	// Token: 0x0400095D RID: 2397
	[FieldOffset(Offset = "0x130")]
	[Token(Token = "0x400095D")]
	public GameObject SE_EndingDebut;

	// Token: 0x0400095E RID: 2398
	[FieldOffset(Offset = "0x138")]
	[Token(Token = "0x400095E")]
	private SoundEffect g_SETransform;

	// Token: 0x0400095F RID: 2399
	[FieldOffset(Offset = "0x140")]
	[Token(Token = "0x400095F")]
	private SoundEffect g_SEHoldPlayer;

	// Token: 0x04000960 RID: 2400
	[FieldOffset(Offset = "0x148")]
	[Token(Token = "0x4000960")]
	private SoundEffect g_SEEndingDebut;

	// Token: 0x04000961 RID: 2401
	[FieldOffset(Offset = "0x150")]
	[Token(Token = "0x4000961")]
	private float g_fShadowSwitch;

	// Token: 0x04000962 RID: 2402
	[FieldOffset(Offset = "0x154")]
	[Token(Token = "0x4000962")]
	private float g_gShadowSwitchSet;

	// Token: 0x04000963 RID: 2403
	[FieldOffset(Offset = "0x158")]
	[Token(Token = "0x4000963")]
	private bool g_bGlow;

	// Token: 0x04000964 RID: 2404
	[FieldOffset(Offset = "0x15C")]
	[Token(Token = "0x4000964")]
	private float g_fGlow;
}
