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

// Token: 0x02000202 RID: 514
[Token(Token = "0x2000202")]
public class SceneEventManager : MonoBehaviour
{
	// Token: 0x06001506 RID: 5382 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001506")]
	[Address(RVA = "0x50E2E0", Offset = "0x50D2E0", VA = "0x18050E2E0")]
	public void InitData()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001507 RID: 5383 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001507")]
	[Address(RVA = "0x50EFA0", Offset = "0x50DFA0", VA = "0x18050EFA0")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001508 RID: 5384 RVA: 0x0002FEB8 File Offset: 0x0002E0B8
	[Token(Token = "0x6001508")]
	[Address(RVA = "0x50E1B0", Offset = "0x50D1B0", VA = "0x18050E1B0")]
	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: 0x06001509 RID: 5385 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001509")]
	[Address(RVA = "0x50D940", Offset = "0x50C940", VA = "0x18050D940")]
	public void AreaCheck(GameObject[] Area, Terrain[] ShowTerrain)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600150A RID: 5386 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600150A")]
	[Address(RVA = "0x50EF10", Offset = "0x50DF10", VA = "0x18050EF10")]
	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: 0x0600150B RID: 5387 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x600150B")]
	[Address(RVA = "0x50DFA0", Offset = "0x50CFA0", VA = "0x18050DFA0")]
	public void ChangeFog()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x0600150C RID: 5388 RVA: 0x0002FF14 File Offset: 0x0002E114
	[Token(Token = "0x600150C")]
	[Address(RVA = "0x50EF40", Offset = "0x50DF40", VA = "0x18050EF40")]
	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: 0x0600150D RID: 5389 RVA: 0x0002FF50 File Offset: 0x0002E150
	[Token(Token = "0x600150D")]
	[Address(RVA = "0x50E120", Offset = "0x50D120", VA = "0x18050E120")]
	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: 0x0600150E RID: 5390 RVA: 0x0002FFC8 File Offset: 0x0002E1C8
	[Token(Token = "0x600150E")]
	[Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")]
	public SceneEventManager()
	{
	}

	// Token: 0x04001FF1 RID: 8177
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4001FF1")]
	public GameObject[] Scene;

	// Token: 0x04001FF2 RID: 8178
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4001FF2")]
	public Terrain[] SceneTerrain;

	// Token: 0x04001FF3 RID: 8179
	[FieldOffset(Offset = "0x28")]
	[Token(Token = "0x4001FF3")]
	private List<MeshRenderer>[] g_MR;

	// Token: 0x04001FF4 RID: 8180
	[FieldOffset(Offset = "0x30")]
	[Token(Token = "0x4001FF4")]
	private SceneIsHide[] g_SceneIsHide;

	// Token: 0x04001FF5 RID: 8181
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x4001FF5")]
	private bool g_bChangeFog;

	// Token: 0x04001FF6 RID: 8182
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x4001FF6")]
	private Color g_FogColor;

	// Token: 0x04001FF7 RID: 8183
	[FieldOffset(Offset = "0x4C")]
	[Token(Token = "0x4001FF7")]
	private float g_fFogDistanceStart;

	// Token: 0x04001FF8 RID: 8184
	[FieldOffset(Offset = "0x50")]
	[Token(Token = "0x4001FF8")]
	private float g_fFogDistanceEnd;

	// Token: 0x04001FF9 RID: 8185
	[FieldOffset(Offset = "0x54")]
	[Token(Token = "0x4001FF9")]
	private float g_fChangeFogSpeed;

	// Token: 0x04001FFA RID: 8186
	[FieldOffset(Offset = "0x58")]
	[Token(Token = "0x4001FFA")]
	private float g_fChangeFogTime;

	// Token: 0x04001FFB RID: 8187
	[FieldOffset(Offset = "0x5C")]
	[Token(Token = "0x4001FFB")]
	private bool g_bChangeSun;

	// Token: 0x04001FFC RID: 8188
	[FieldOffset(Offset = "0x60")]
	[Token(Token = "0x4001FFC")]
	private Light g_Sun;

	// Token: 0x04001FFD RID: 8189
	[FieldOffset(Offset = "0x68")]
	[Token(Token = "0x4001FFD")]
	private float g_fSetSunIntensity;

	// Token: 0x04001FFE RID: 8190
	[FieldOffset(Offset = "0x6C")]
	[Token(Token = "0x4001FFE")]
	private float g_fSunIntensity;

	// Token: 0x04001FFF RID: 8191
	[FieldOffset(Offset = "0x70")]
	[Token(Token = "0x4001FFF")]
	private float g_fDeltaTime;
}
