using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x020000F0 RID: 240
[Token(Token = "0x20000F0")]
public class Doll02StoneEffectPlay : Doll02EffectPlay
{
	// Token: 0x06000BD9 RID: 3033 RVA: 0x0001B054 File Offset: 0x00019254
	[Token(Token = "0x6000BD9")]
	[Address(RVA = "0x17E7190", Offset = "0x17E6190", VA = "0x1817E7190", Slot = "4")]
	public override void InitData()
	{
		base.InitData();
		string text = this.sERockDragObjectPath;
		Transform transform = base.transform;
		Action<SoundEffect> action = delegate(SoundEffect se)
		{
			this.g_SERockDragStep = se;
			Game.BindStageTimeScale(this.g_SERockDragStep);
		};
		Common.LoadSoundEffect(text, transform, action);
		string text2 = this.sEEyePath;
		Transform transform2 = base.transform;
		Action<SoundEffect> action2 = delegate(SoundEffect se)
		{
			this.g_SEEye = se;
			Game.BindStageTimeScale(this.g_SEEye);
		};
		Common.LoadSoundEffect(text2, transform2, action2);
		ParticleSystem component = base.transform.Find("PS_DamageSmoke").GetComponent<ParticleSystem>();
		this.PS_DamageSmoke = component;
		this.PS_DamageSmoke.Stop(true);
		ParticleSystem component2 = base.transform.Find("PS_DeathSmoke").GetComponent<ParticleSystem>();
		this.PS_DeathSmoke = component2;
		this.PS_DeathSmoke.Stop(true);
		ParticleSystem component3 = Common.FindChild(base.transform, "PS_EyeEffect").GetComponent<ParticleSystem>();
		this.PS_Eye = component3;
		this.PS_Eye.Stop(true);
	}

	// Token: 0x06000BDA RID: 3034 RVA: 0x0001B138 File Offset: 0x00019338
	[Token(Token = "0x6000BDA")]
	[Address(RVA = "0x17E6F60", Offset = "0x17E5F60", VA = "0x1817E6F60", Slot = "7")]
	public override void Create()
	{
		ParticleSystem g_BodyEffect = this.g_BodyEffect;
		this.g_bDeath = false;
		g_BodyEffect.Stop(true);
		ParticleSystem g_DeathEffect = this.g_DeathEffect;
		int num = 0;
		g_DeathEffect.Stop(num != 0);
		Material g_matBody = this.g_matBody01;
		this.g_fDeathShadowPos = 1f;
		this.g_fMatShadowPos = 0f;
		int num2 = 0;
		g_matBody.SetFloat("_ShadowPow", (float)num2);
		Material g_matBody2 = this.g_matBody02;
		int num3 = 0;
		g_matBody2.SetFloat("_ShadowPow", (float)num3);
		Material g_matHead = this.g_matHead01;
		int num4 = 0;
		g_matHead.SetFloat("_ShadowPow", (float)num4);
		Material g_matHead2 = this.g_matHead02;
		int num5 = 0;
		g_matHead2.SetFloat("_ShadowPow", (float)num5);
		Material g_matWeapon = this.g_matWeapon;
		int num6 = 0;
		g_matWeapon.SetFloat("_ShadowPow", (float)num6);
	}

	// Token: 0x06000BDB RID: 3035 RVA: 0x0001B204 File Offset: 0x00019404
	[Token(Token = "0x6000BDB")]
	[Address(RVA = "0x17E7080", Offset = "0x17E6080", VA = "0x1817E7080", Slot = "6")]
	public override void Damaged()
	{
		Material g_matBody = this.g_matBody01;
		this.g_fMatShadowPos = 0f;
		int num = 0;
		g_matBody.SetFloat("_ShadowPow", (float)num);
		Material g_matBody2 = this.g_matBody02;
		float g_fMatShadowPos = this.g_fMatShadowPos;
		g_matBody2.SetFloat("_ShadowPow", g_fMatShadowPos);
		Material g_matHead = this.g_matHead01;
		float g_fMatShadowPos2 = this.g_fMatShadowPos;
		g_matHead.SetFloat("_ShadowPow", g_fMatShadowPos2);
		Material g_matHead2 = this.g_matHead02;
		float g_fMatShadowPos3 = this.g_fMatShadowPos;
		g_matHead2.SetFloat("_ShadowPow", g_fMatShadowPos3);
		Material g_matWeapon = this.g_matWeapon;
		float g_fMatShadowPos4 = this.g_fMatShadowPos;
		g_matWeapon.SetFloat("_ShadowPow", g_fMatShadowPos4);
		this.PS_DamageSmoke.Play(true);
	}

	// Token: 0x06000BDC RID: 3036 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000BDC")]
	[Address(RVA = "0x17E7580", Offset = "0x17E6580", VA = "0x1817E7580", Slot = "10")]
	public override void PlaySEFootstepL()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000BDD RID: 3037 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000BDD")]
	[Address(RVA = "0x17E7770", Offset = "0x17E6770", VA = "0x1817E7770", Slot = "11")]
	public override void PlaySEFootstepR()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000BDE RID: 3038 RVA: 0x0001B2B8 File Offset: 0x000194B8
	[Token(Token = "0x6000BDE")]
	[Address(RVA = "0x17E7960", Offset = "0x17E6960", VA = "0x1817E7960")]
	public void PlaySERockDarg()
	{
		this.g_SERockDragStep.PlayRandom(1f, 1f);
	}

	// Token: 0x06000BDF RID: 3039 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000BDF")]
	[Address(RVA = "0x17E7410", Offset = "0x17E6410", VA = "0x1817E7410")]
	public void PlayPSDead()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06000BE0 RID: 3040 RVA: 0x0001B2E0 File Offset: 0x000194E0
	[Token(Token = "0x6000BE0")]
	[Address(RVA = "0x17E7990", Offset = "0x17E6990", VA = "0x1817E7990")]
	public void StartFight()
	{
		this.g_matBody01.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matBody02.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matHead01.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matHead02.SetFloat("_ShadowTexSwitch", 1f);
		this.g_matWeapon.SetFloat("_ShadowTexSwitch", 1f);
		this.g_SEEye.PlayRandom(1f, 1f);
		this.PS_Eye.Play(true);
		this.g_BodyEffect.Play(true);
	}

	// Token: 0x06000BE1 RID: 3041 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6000BE1")]
	[Address(RVA = "0x17E4730", Offset = "0x17E3730", VA = "0x1817E4730")]
	public Doll02StoneEffectPlay()
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x04001301 RID: 4865
	[FieldOffset(Offset = "0x1C8")]
	[Token(Token = "0x4001301")]
	[SerializeField]
	private string sERockDragObjectPath;

	// Token: 0x04001302 RID: 4866
	[FieldOffset(Offset = "0x1D0")]
	[Token(Token = "0x4001302")]
	[SerializeField]
	private string sEEyePath;

	// Token: 0x04001303 RID: 4867
	[FieldOffset(Offset = "0x1D8")]
	[Token(Token = "0x4001303")]
	private SoundEffect g_SERockDragStep;

	// Token: 0x04001304 RID: 4868
	[FieldOffset(Offset = "0x1E0")]
	[Token(Token = "0x4001304")]
	private SoundEffect g_SEEye;

	// Token: 0x04001305 RID: 4869
	[FieldOffset(Offset = "0x1E8")]
	[Token(Token = "0x4001305")]
	private ParticleSystem PS_DamageSmoke;

	// Token: 0x04001306 RID: 4870
	[FieldOffset(Offset = "0x1F0")]
	[Token(Token = "0x4001306")]
	private ParticleSystem PS_DeathSmoke;

	// Token: 0x04001307 RID: 4871
	[FieldOffset(Offset = "0x1F8")]
	[Token(Token = "0x4001307")]
	private ParticleSystem PS_Eye;
}
