Add v1.0.3.1
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187
Cpp2IL/Assembly-CSharp/Doll02StoneEffectPlay.cs
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187
Cpp2IL/Assembly-CSharp/Doll02StoneEffectPlay.cs
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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x020000CB RID: 203
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[Token(Token = "0x20000CB")]
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public class Doll02StoneEffectPlay : Doll02EffectPlay
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{
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// Token: 0x06000AC1 RID: 2753 RVA: 0x000195D8 File Offset: 0x000177D8
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[Token(Token = "0x6000AC1")]
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[Address(RVA = "0x16F8A60", Offset = "0x16F7860", VA = "0x1816F8A60", Slot = "4")]
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public override void InitData()
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{
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base.InitData();
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string text = this.sERockDragObjectPath;
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Transform transform = base.transform;
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Action<SoundEffect> action = delegate(SoundEffect se)
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{
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this.g_SERockDragStep = se;
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Game.BindStageTimeScale(this.g_SERockDragStep);
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};
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Common.LoadSoundEffect(text, transform, action);
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string text2 = this.sEEyePath;
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Transform transform2 = base.transform;
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Action<SoundEffect> action2 = delegate(SoundEffect se)
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{
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this.g_SEEye = se;
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Game.BindStageTimeScale(this.g_SEEye);
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};
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Common.LoadSoundEffect(text2, transform2, action2);
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ParticleSystem component = base.transform.Find("PS_DamageSmoke").GetComponent<ParticleSystem>();
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this.PS_DamageSmoke = component;
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this.PS_DamageSmoke.Stop(true);
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ParticleSystem component2 = base.transform.Find("PS_DeathSmoke").GetComponent<ParticleSystem>();
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this.PS_DeathSmoke = component2;
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this.PS_DeathSmoke.Stop(true);
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ParticleSystem component3 = Common.FindChild(base.transform, "PS_EyeEffect").GetComponent<ParticleSystem>();
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this.PS_Eye = component3;
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this.PS_Eye.Stop(true);
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}
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// Token: 0x06000AC2 RID: 2754 RVA: 0x000196BC File Offset: 0x000178BC
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[Token(Token = "0x6000AC2")]
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[Address(RVA = "0x16F8830", Offset = "0x16F7630", VA = "0x1816F8830", Slot = "7")]
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public override void Create()
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{
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ParticleSystem g_BodyEffect = this.g_BodyEffect;
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this.g_bDeath = false;
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g_BodyEffect.Stop(true);
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ParticleSystem g_DeathEffect = this.g_DeathEffect;
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int num = 0;
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g_DeathEffect.Stop(num != 0);
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Material g_matBody = this.g_matBody01;
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this.g_fDeathShadowPos = 1f;
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this.g_fMatShadowPos = 0f;
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int num2 = 0;
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g_matBody.SetFloat("_ShadowPow", (float)num2);
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Material g_matBody2 = this.g_matBody02;
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int num3 = 0;
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g_matBody2.SetFloat("_ShadowPow", (float)num3);
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Material g_matHead = this.g_matHead01;
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int num4 = 0;
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g_matHead.SetFloat("_ShadowPow", (float)num4);
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Material g_matHead2 = this.g_matHead02;
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int num5 = 0;
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g_matHead2.SetFloat("_ShadowPow", (float)num5);
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Material g_matWeapon = this.g_matWeapon;
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int num6 = 0;
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g_matWeapon.SetFloat("_ShadowPow", (float)num6);
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}
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// Token: 0x06000AC3 RID: 2755 RVA: 0x00019788 File Offset: 0x00017988
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[Token(Token = "0x6000AC3")]
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[Address(RVA = "0x16F8950", Offset = "0x16F7750", VA = "0x1816F8950", Slot = "6")]
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public override void Damaged()
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{
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Material g_matBody = this.g_matBody01;
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this.g_fMatShadowPos = 0f;
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int num = 0;
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g_matBody.SetFloat("_ShadowPow", (float)num);
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Material g_matBody2 = this.g_matBody02;
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float g_fMatShadowPos = this.g_fMatShadowPos;
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g_matBody2.SetFloat("_ShadowPow", g_fMatShadowPos);
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Material g_matHead = this.g_matHead01;
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float g_fMatShadowPos2 = this.g_fMatShadowPos;
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g_matHead.SetFloat("_ShadowPow", g_fMatShadowPos2);
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Material g_matHead2 = this.g_matHead02;
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float g_fMatShadowPos3 = this.g_fMatShadowPos;
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g_matHead2.SetFloat("_ShadowPow", g_fMatShadowPos3);
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Material g_matWeapon = this.g_matWeapon;
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float g_fMatShadowPos4 = this.g_fMatShadowPos;
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g_matWeapon.SetFloat("_ShadowPow", g_fMatShadowPos4);
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this.PS_DamageSmoke.Play(true);
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}
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// Token: 0x06000AC4 RID: 2756 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000AC4")]
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[Address(RVA = "0x16F8E50", Offset = "0x16F7C50", VA = "0x1816F8E50", Slot = "10")]
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public override void PlaySEFootstepL()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06000AC5 RID: 2757 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000AC5")]
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[Address(RVA = "0x16F9040", Offset = "0x16F7E40", VA = "0x1816F9040", Slot = "11")]
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public override void PlaySEFootstepR()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06000AC6 RID: 2758 RVA: 0x0001983C File Offset: 0x00017A3C
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[Token(Token = "0x6000AC6")]
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[Address(RVA = "0x16F9230", Offset = "0x16F8030", VA = "0x1816F9230")]
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public void PlaySERockDarg()
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{
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this.g_SERockDragStep.PlayRandom(1f, 1f);
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}
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// Token: 0x06000AC7 RID: 2759 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000AC7")]
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[Address(RVA = "0x16F8CE0", Offset = "0x16F7AE0", VA = "0x1816F8CE0")]
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public void PlayPSDead()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x06000AC8 RID: 2760 RVA: 0x00019864 File Offset: 0x00017A64
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[Token(Token = "0x6000AC8")]
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[Address(RVA = "0x16F9260", Offset = "0x16F8060", VA = "0x1816F9260")]
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public void StartFight()
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{
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this.g_matBody01.SetFloat("_ShadowTexSwitch", 1f);
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this.g_matBody02.SetFloat("_ShadowTexSwitch", 1f);
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this.g_matHead01.SetFloat("_ShadowTexSwitch", 1f);
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this.g_matHead02.SetFloat("_ShadowTexSwitch", 1f);
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this.g_matWeapon.SetFloat("_ShadowTexSwitch", 1f);
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this.g_SEEye.PlayRandom(1f, 1f);
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this.PS_Eye.Play(true);
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this.g_BodyEffect.Play(true);
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}
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// Token: 0x06000AC9 RID: 2761 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000AC9")]
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[Address(RVA = "0x16F87C0", Offset = "0x16F75C0", VA = "0x1816F87C0")]
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public Doll02StoneEffectPlay()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x04001202 RID: 4610
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[FieldOffset(Offset = "0x1C8")]
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[Token(Token = "0x4001202")]
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[SerializeField]
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private string sERockDragObjectPath;
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// Token: 0x04001203 RID: 4611
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[FieldOffset(Offset = "0x1D0")]
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[Token(Token = "0x4001203")]
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[SerializeField]
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private string sEEyePath;
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// Token: 0x04001204 RID: 4612
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[FieldOffset(Offset = "0x1D8")]
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[Token(Token = "0x4001204")]
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private SoundEffect g_SERockDragStep;
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// Token: 0x04001205 RID: 4613
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[FieldOffset(Offset = "0x1E0")]
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[Token(Token = "0x4001205")]
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private SoundEffect g_SEEye;
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// Token: 0x04001206 RID: 4614
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[FieldOffset(Offset = "0x1E8")]
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[Token(Token = "0x4001206")]
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private ParticleSystem PS_DamageSmoke;
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// Token: 0x04001207 RID: 4615
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[FieldOffset(Offset = "0x1F0")]
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[Token(Token = "0x4001207")]
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private ParticleSystem PS_DeathSmoke;
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// Token: 0x04001208 RID: 4616
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[FieldOffset(Offset = "0x1F8")]
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[Token(Token = "0x4001208")]
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private ParticleSystem PS_Eye;
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}
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