using System;
using Cpp2IlInjected;
using UnityEngine;

// Token: 0x0200034B RID: 843
[Token(Token = "0x200034B")]
public class NobetaAnimatorData
{
	// Token: 0x06001FEE RID: 8174 RVA: 0x000020D3 File Offset: 0x000002D3
	[Token(Token = "0x6001FEE")]
	[Address(RVA = "0xF180B0", Offset = "0xF170B0", VA = "0x180F180B0")]
	public void UpdateNormalState(SceneManager.GameState gameStatus, NobetaState nobetaState)
	{
		throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
	}

	// Token: 0x06001FEF RID: 8175 RVA: 0x0004BED0 File Offset: 0x0004A0D0
	[Token(Token = "0x6001FEF")]
	[Address(RVA = "0x36ABD0", Offset = "0x369BD0", VA = "0x18036ABD0")]
	public NobetaAnimatorData()
	{
	}

	// Token: 0x040028DD RID: 10461
	[FieldOffset(Offset = "0x10")]
	[Token(Token = "0x40028DD")]
	public float deltaTime;

	// Token: 0x040028DE RID: 10462
	[FieldOffset(Offset = "0x14")]
	[Token(Token = "0x40028DE")]
	public float moveSpeed;

	// Token: 0x040028DF RID: 10463
	[FieldOffset(Offset = "0x18")]
	[Token(Token = "0x40028DF")]
	public float moveAngle;

	// Token: 0x040028E0 RID: 10464
	[FieldOffset(Offset = "0x1C")]
	[Token(Token = "0x40028E0")]
	public Vector2 inputMovement;

	// Token: 0x040028E1 RID: 10465
	[FieldOffset(Offset = "0x24")]
	[Token(Token = "0x40028E1")]
	public float aimReadyWeight;

	// Token: 0x040028E2 RID: 10466
	[FieldOffset(Offset = "0x28")]
	[Token(Token = "0x40028E2")]
	public float aimWeight;

	// Token: 0x040028E3 RID: 10467
	[FieldOffset(Offset = "0x2C")]
	[Token(Token = "0x40028E3")]
	public bool isSky;

	// Token: 0x040028E4 RID: 10468
	[FieldOffset(Offset = "0x30")]
	[Token(Token = "0x40028E4")]
	public float norFireAngle;

	// Token: 0x040028E5 RID: 10469
	[FieldOffset(Offset = "0x34")]
	[Token(Token = "0x40028E5")]
	public bool isChargeMax;

	// Token: 0x040028E6 RID: 10470
	[FieldOffset(Offset = "0x38")]
	[Token(Token = "0x40028E6")]
	public float holdShot;

	// Token: 0x040028E7 RID: 10471
	[FieldOffset(Offset = "0x3C")]
	[Token(Token = "0x40028E7")]
	public bool isNormalState;
}
