using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x02000106 RID: 262
[Token(Token = "0x2000106")]
public class LightningBullet : MonoBehaviour
{
	// Token: 0x06000D5B RID: 3419 RVA: 0x0001F570 File Offset: 0x0001D770
	[Token(Token = "0x6000D5B")]
	[Address(RVA = "0x418850", Offset = "0x417850", VA = "0x180418850")]
	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: 0x06000D5C RID: 3420 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000D5C")]
	[Address(RVA = "0x418A10", Offset = "0x417A10", VA = "0x180418A10")]
	private void Update()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000D5D RID: 3421 RVA: 0x0001F6BC File Offset: 0x0001D8BC
	[Token(Token = "0x6000D5D")]
	[Address(RVA = "0x418740", Offset = "0x417740", VA = "0x180418740")]
	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: 0x06000D5E RID: 3422 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000D5E")]
	[Address(RVA = "0x419590", Offset = "0x418590", VA = "0x180419590")]
	public LightningBullet()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x04001618 RID: 5656
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x4001618")]
	private LineRenderer g_LR;

	// Token: 0x04001619 RID: 5657
	[FieldOffset(Offset = "0x20")]
	[Token(Token = "0x4001619")]
	public Vector3 StartPos;

	// Token: 0x0400161A RID: 5658
	[FieldOffset(Offset = "0x2C")]
	[Token(Token = "0x400161A")]
	public Vector3 EndPos;

	// Token: 0x0400161B RID: 5659
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x400161B")]
	public int NodeNum;

	// Token: 0x0400161C RID: 5660
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x400161C")]
	public int NodeSmallNum;

	// Token: 0x0400161D RID: 5661
	[FieldOffset(Offset = "0x40")]
	[Token(Token = "0x400161D")]
	public float RandomRange;

	// Token: 0x0400161E RID: 5662
	[FieldOffset(Offset = "0x44")]
	[Token(Token = "0x400161E")]
	public float RandomSamllRange;

	// Token: 0x0400161F RID: 5663
	[FieldOffset(Offset = "0x48")]
	[Token(Token = "0x400161F")]
	public Vector3 RandomScale;

	// Token: 0x04001620 RID: 5664
	[FieldOffset(Offset = "0x54")]
	[Token(Token = "0x4001620")]
	public float Frequency;

	// Token: 0x04001621 RID: 5665
	[FieldOffset(Offset = "0x58")]
	[Token(Token = "0x4001621")]
	public bool Loop;

	// Token: 0x04001622 RID: 5666
	[FieldOffset(Offset = "0x5C")]
	[Token(Token = "0x4001622")]
	public float Duration;

	// Token: 0x04001623 RID: 5667
	[FieldOffset(Offset = "0x60")]
	[Token(Token = "0x4001623")]
	public float FadOutSpeed;

	// Token: 0x04001624 RID: 5668
	[FieldOffset(Offset = "0x64")]
	[Token(Token = "0x4001624")]
	public Color MatColor;

	// Token: 0x04001625 RID: 5669
	[FieldOffset(Offset = "0x74")]
	[Token(Token = "0x4001625")]
	private float g_fStartRandomRange;

	// Token: 0x04001626 RID: 5670
	[FieldOffset(Offset = "0x78")]
	[Token(Token = "0x4001626")]
	private float g_fStartRandomSamllRange;

	// Token: 0x04001627 RID: 5671
	[FieldOffset(Offset = "0x7C")]
	[Token(Token = "0x4001627")]
	private float g_fFrequency;

	// Token: 0x04001628 RID: 5672
	[FieldOffset(Offset = "0x80")]
	[Token(Token = "0x4001628")]
	private float g_fDuration;

	// Token: 0x04001629 RID: 5673
	[FieldOffset(Offset = "0x84")]
	[Token(Token = "0x4001629")]
	private float g_fOriginalWidth;

	// Token: 0x0400162A RID: 5674
	[FieldOffset(Offset = "0x88")]
	[Token(Token = "0x400162A")]
	private float g_fWidth;

	// Token: 0x0400162B RID: 5675
	[FieldOffset(Offset = "0x8C")]
	[Token(Token = "0x400162B")]
	private Color g_MatColor;

	// Token: 0x0400162C RID: 5676
	[FieldOffset(Offset = "0x9C")]
	[Token(Token = "0x400162C")]
	private float g_fLife;

	// Token: 0x0400162D RID: 5677
	[FieldOffset(Offset = "0xA0")]
	[Token(Token = "0x400162D")]
	private Material g_Mat;
}
