Add v1.0.3.1
This commit is contained in:
369
Cpp2IL/Assembly-CSharp/Level04LightMagicController.cs
Normal file
369
Cpp2IL/Assembly-CSharp/Level04LightMagicController.cs
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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x020001A0 RID: 416
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[Token(Token = "0x20001A0")]
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public class Level04LightMagicController : MonoBehaviour
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{
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// Token: 0x060012C3 RID: 4803 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x60012C3")]
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[Address(RVA = "0x10E4080", Offset = "0x10E2E80", VA = "0x1810E4080")]
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private void Start()
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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: 0x060012C4 RID: 4804 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x60012C4")]
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[Address(RVA = "0x10E47F0", Offset = "0x10E35F0", VA = "0x1810E47F0")]
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private void Update()
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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: 0x060012C5 RID: 4805 RVA: 0x0002B068 File Offset: 0x00029268
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[Token(Token = "0x60012C5")]
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[Address(RVA = "0x10E4550", Offset = "0x10E3350", VA = "0x1810E4550")]
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private void UpdateFlashing(float fDeltaTime)
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{
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float num = this.g_fLightFrequencyVal;
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Light plight = this.PLight;
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if (num <= 0.09f)
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{
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if (plight.enabled)
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{
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Light plight2 = this.PLight;
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float intensity = plight2.intensity;
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float num2 = this.g_fPLightChangeIntensity;
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float num3 = fDeltaTime * 2.4f;
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num2 = Mathf.Lerp(intensity, num2, num3);
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plight2.intensity = num2;
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}
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float num4 = fDeltaTime * 2.4f;
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if (!this.SLight.enabled)
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{
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goto IL_EE;
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}
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Light slight = this.SLight;
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float intensity2 = slight.intensity;
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float num5 = this.g_fSLightChangeIntensity;
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num5 = Mathf.Lerp(intensity2, num5, num4);
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slight.intensity = num5;
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}
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this.g_fLightFrequencyVal = num;
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if (plight.enabled)
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{
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float num6 = UnityEngine.Random.Range(-0.6f, 0.6f);
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this.g_fPLightChangeIntensity = num6;
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}
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if (this.SLight.enabled)
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{
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float num7 = UnityEngine.Random.Range(-0.6f, 0.6f);
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this.g_fSLightChangeIntensity = num7;
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}
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IL_EE:
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this.g_fLightFrequencyVal = fDeltaTime;
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}
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// Token: 0x060012C6 RID: 4806 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x60012C6")]
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[Address(RVA = "0x10E4700", Offset = "0x10E3500", VA = "0x1810E4700")]
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private void UpdateFloat(float fDeltaTime)
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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: 0x060012C7 RID: 4807 RVA: 0x0002B170 File Offset: 0x00029370
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[Token(Token = "0x60012C7")]
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[Address(RVA = "0x10E4060", Offset = "0x10E2E60", VA = "0x1810E4060")]
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public void SetStartActive()
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{
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this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)1L);
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this.g_fWaitTime = 2f;
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}
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// Token: 0x060012C8 RID: 4808 RVA: 0x0002B194 File Offset: 0x00029394
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[Token(Token = "0x60012C8")]
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[Address(RVA = "0x10E3F80", Offset = "0x10E2D80", VA = "0x1810E3F80")]
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public void SetDeactivate(int iIndex)
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{
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Level04LightMagic[] lightMagic = this.LightMagic;
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Debug.LogError("LightMagic編號錯誤");
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Level04LightMagic[] lightMagic2 = this.LightMagic;
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this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)3L);
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this.g_fWaitTime = 1.2f;
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Transform transform = lightMagic2[iIndex].transform;
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this.TargetPos = transform;
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throw new NullReferenceException();
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}
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// Token: 0x060012C9 RID: 4809 RVA: 0x0002B1E8 File Offset: 0x000293E8
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[Token(Token = "0x60012C9")]
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[Address(RVA = "0x10E3F00", Offset = "0x10E2D00", VA = "0x1810E3F00")]
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public Level04LightMagicController.LMSTATUS GetStatus()
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{
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return this.g_Status;
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}
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// Token: 0x060012CA RID: 4810 RVA: 0x0002B1FC File Offset: 0x000293FC
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[Token(Token = "0x60012CA")]
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[Address(RVA = "0x10E3D10", Offset = "0x10E2B10", VA = "0x1810E3D10")]
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public void EventUnactive()
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{
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int num = 0;
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if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE)
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{
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this.g_Status = (Level04LightMagicController.LMSTATUS)num;
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}
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Level04LightMagic[] lightMagic = this.LightMagic;
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if (num < lightMagic.Length)
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{
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Level04LightMagic level04LightMagic = lightMagic[num];
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if (level04LightMagic.gameObject.activeInHierarchy)
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{
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Level04LightMagicController lmc = level04LightMagic.LMC;
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int num2 = 0;
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if (lmc != num2 && level04LightMagic.LMC.g_Status == Level04LightMagicController.LMSTATUS.UNACTIVE)
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{
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if (level04LightMagic.Special && !Game.GameSave.flags.stage04Room01HatGet)
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{
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level04LightMagic.PS_Shell.Stop(true);
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SphereCollider sc_Shell = level04LightMagic.SC_Shell;
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}
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level04LightMagic.PS_Shell.Play(true);
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level04LightMagic.SC_Shell.enabled = true;
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}
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}
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Level04LightMagic[] lightMagic2 = this.LightMagic;
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num++;
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}
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}
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// Token: 0x060012CB RID: 4811 RVA: 0x0002B2C4 File Offset: 0x000294C4
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[Token(Token = "0x60012CB")]
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[Address(RVA = "0x10E3F10", Offset = "0x10E2D10", VA = "0x1810E3F10")]
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private void OnTriggerEnter(Collider other)
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{
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if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE && other.CompareTag("Player"))
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{
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this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)0L);
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}
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}
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// Token: 0x060012CC RID: 4812 RVA: 0x0002B2F8 File Offset: 0x000294F8
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[Token(Token = "0x60012CC")]
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[Address(RVA = "0x10E5C10", Offset = "0x10E4A10", VA = "0x1810E5C10")]
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public Level04LightMagicController()
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{
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}
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// Token: 0x04001D1A RID: 7450
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4001D1A")]
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public Level04LightMagic[] LightMagic;
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// Token: 0x04001D1B RID: 7451
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4001D1B")]
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public CrystalBall[] Crystal;
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// Token: 0x04001D1C RID: 7452
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4001D1C")]
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public Transform Pos_LightBall;
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// Token: 0x04001D1D RID: 7453
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4001D1D")]
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public Transform Pos_LerpTarget;
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// Token: 0x04001D1E RID: 7454
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4001D1E")]
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private Transform TargetPos;
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// Token: 0x04001D1F RID: 7455
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4001D1F")]
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private Transform PlayerPos;
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// Token: 0x04001D20 RID: 7456
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4001D20")]
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private Transform AimPos;
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// Token: 0x04001D21 RID: 7457
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4001D21")]
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private Vector3 g_v3MovePos;
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// Token: 0x04001D22 RID: 7458
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[Token(Token = "0x4001D22")]
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private const float g_fPosHeight = 2.7f;
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// Token: 0x04001D23 RID: 7459
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x4001D23")]
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private Vector3 g_v3Float;
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// Token: 0x04001D24 RID: 7460
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4001D24")]
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private float g_fFloatX;
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// Token: 0x04001D25 RID: 7461
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[FieldOffset(Offset = "0x6C")]
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[Token(Token = "0x4001D25")]
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private float g_fFloatY;
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// Token: 0x04001D26 RID: 7462
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4001D26")]
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private float g_fFloatZ;
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// Token: 0x04001D27 RID: 7463
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x4001D27")]
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private float g_fFloatSpeedX;
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// Token: 0x04001D28 RID: 7464
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4001D28")]
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private float g_fFloatSpeedY;
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// Token: 0x04001D29 RID: 7465
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x4001D29")]
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private float g_fFloatSpeedZ;
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// Token: 0x04001D2A RID: 7466
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[Token(Token = "0x4001D2A")]
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private const float g_fFloatRange = 0.3f;
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// Token: 0x04001D2B RID: 7467
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4001D2B")]
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private float g_fPI2;
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// Token: 0x04001D2C RID: 7468
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4001D2C")]
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public ParticleSystem PS_LightBall;
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// Token: 0x04001D2D RID: 7469
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[FieldOffset(Offset = "0x90")]
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[Token(Token = "0x4001D2D")]
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public Light PLight;
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// Token: 0x04001D2E RID: 7470
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x4001D2E")]
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private float g_fPLightDefaultIntensity;
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// Token: 0x04001D2F RID: 7471
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[FieldOffset(Offset = "0x9C")]
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[Token(Token = "0x4001D2F")]
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private float g_fPLightChangeIntensity;
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// Token: 0x04001D30 RID: 7472
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[Token(Token = "0x4001D30")]
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private const float g_fLightFrequency = 0.09f;
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// Token: 0x04001D31 RID: 7473
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x4001D31")]
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private float g_fLightFrequencyVal;
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// Token: 0x04001D32 RID: 7474
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[FieldOffset(Offset = "0xA4")]
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[Token(Token = "0x4001D32")]
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private float g_fPLightDefaultRange;
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// Token: 0x04001D33 RID: 7475
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[FieldOffset(Offset = "0xA8")]
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[Token(Token = "0x4001D33")]
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private float g_fPLightRange;
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// Token: 0x04001D34 RID: 7476
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[Token(Token = "0x4001D34")]
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private const float g_fLightSpeed = 2.4f;
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// Token: 0x04001D35 RID: 7477
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[FieldOffset(Offset = "0xB0")]
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[Token(Token = "0x4001D35")]
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public Light SLight;
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// Token: 0x04001D36 RID: 7478
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[FieldOffset(Offset = "0xB8")]
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[Token(Token = "0x4001D36")]
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private float g_fSLightDefaultIntensity;
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// Token: 0x04001D37 RID: 7479
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[FieldOffset(Offset = "0xBC")]
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[Token(Token = "0x4001D37")]
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private float g_fSLightChangeIntensity;
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// Token: 0x04001D38 RID: 7480
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[FieldOffset(Offset = "0xC0")]
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[Token(Token = "0x4001D38")]
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private float g_fSLightDefaultRange;
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// Token: 0x04001D39 RID: 7481
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[FieldOffset(Offset = "0xC4")]
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[Token(Token = "0x4001D39")]
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private float g_fSLightRange;
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// Token: 0x04001D3A RID: 7482
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[FieldOffset(Offset = "0xC8")]
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[Token(Token = "0x4001D3A")]
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public Light CLight;
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// Token: 0x04001D3B RID: 7483
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[FieldOffset(Offset = "0xD0")]
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[Token(Token = "0x4001D3B")]
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private float g_fCLightDefaultIntensity;
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// Token: 0x04001D3C RID: 7484
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[FieldOffset(Offset = "0xD4")]
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[Token(Token = "0x4001D3C")]
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public float PlayerLightRange = 24f;
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// Token: 0x04001D3D RID: 7485
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[FieldOffset(Offset = "0xD8")]
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[Token(Token = "0x4001D3D")]
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public GameObject SE_LightBallLoop;
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// Token: 0x04001D3E RID: 7486
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[FieldOffset(Offset = "0xE0")]
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[Token(Token = "0x4001D3E")]
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private SoundEffect g_SELightBallLoop;
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// Token: 0x04001D3F RID: 7487
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[FieldOffset(Offset = "0xE8")]
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[Token(Token = "0x4001D3F")]
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private float g_fWaitTime;
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// Token: 0x04001D40 RID: 7488
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[FieldOffset(Offset = "0xEC")]
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[Token(Token = "0x4001D40")]
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private Level04LightMagicController.LMSTATUS g_Status;
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// Token: 0x020001A1 RID: 417
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[Token(Token = "0x20001A1")]
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public enum LMSTATUS
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{
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// Token: 0x04001D42 RID: 7490
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[Token(Token = "0x4001D42")]
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UNACTIVE,
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// Token: 0x04001D43 RID: 7491
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[Token(Token = "0x4001D43")]
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STARTACTIVE,
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// Token: 0x04001D44 RID: 7492
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[Token(Token = "0x4001D44")]
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ACTIVE,
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// Token: 0x04001D45 RID: 7493
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[Token(Token = "0x4001D45")]
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DEACTIVATE
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}
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}
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Block a user