Add v1.0.3.1
This commit is contained in:
206
Cpp2IL/Assembly-CSharp/LightningBullet.cs
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206
Cpp2IL/Assembly-CSharp/LightningBullet.cs
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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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// Token: 0x020000E0 RID: 224
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[Token(Token = "0x20000E0")]
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public class LightningBullet : MonoBehaviour
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{
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// Token: 0x06000C3E RID: 3134 RVA: 0x0001D908 File Offset: 0x0001BB08
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[Token(Token = "0x6000C3E")]
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[Address(RVA = "0x3F60B0", Offset = "0x3F4EB0", VA = "0x1803F60B0")]
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private void Start()
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{
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LineRenderer component = base.GetComponent<LineRenderer>();
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this.g_LR = component;
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float randomRange = this.RandomRange;
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LineRenderer lineRenderer = this.g_LR;
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this.g_fStartRandomRange = randomRange;
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float randomSamllRange = this.RandomSamllRange;
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this.g_fStartRandomSamllRange = randomSamllRange;
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Material material = lineRenderer.GetMaterial();
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this.g_Mat = material;
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float widthMultiplier = this.g_LR.widthMultiplier;
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bool loop = this.Loop;
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float z = this.EndPos.z;
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float z2 = this.StartPos.z;
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this.g_fOriginalWidth = widthMultiplier;
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float num = this.g_fStartRandomRange;
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LineRenderer lineRenderer2 = this.g_LR;
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float num2 = this.g_fOriginalWidth;
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this.RandomRange = num;
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float num3 = this.g_fStartRandomSamllRange;
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this.RandomSamllRange = num3;
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float frequency = this.Frequency;
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this.g_fFrequency = frequency;
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float duration = this.Duration;
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this.StartPos.z = z2;
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this.EndPos.z = z;
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this.g_fDuration = duration;
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this.g_fWidth = num2;
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lineRenderer2.widthMultiplier = num2;
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Color matColor = this.MatColor;
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Material material2 = this.g_Mat;
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this.g_MatColor = matColor;
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material2.SetColor("_TintColor", matColor);
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this.Loop = loop;
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this.g_fLife = 0f;
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base.gameObject.SetActive(true);
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}
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// Token: 0x06000C3F RID: 3135 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000C3F")]
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[Address(RVA = "0x3F6270", Offset = "0x3F5070", VA = "0x1803F6270")]
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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: 0x06000C40 RID: 3136 RVA: 0x0001DA54 File Offset: 0x0001BC54
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[Token(Token = "0x6000C40")]
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[Address(RVA = "0x3F5FA0", Offset = "0x3F4DA0", VA = "0x1803F5FA0")]
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public void NewUse(Vector3 Start, Vector3 End, bool bLoop = false, float fLife = 5f)
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{
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float z = Start.z;
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LineRenderer lineRenderer = this.g_LR;
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float num = this.g_fOriginalWidth;
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this.StartPos.z = z;
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float z2 = End.z;
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this.EndPos.z = z2;
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float num2 = this.g_fStartRandomRange;
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this.RandomRange = num2;
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float num3 = this.g_fStartRandomSamllRange;
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this.RandomSamllRange = num3;
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float frequency = this.Frequency;
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this.g_fFrequency = frequency;
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float duration = this.Duration;
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this.g_fDuration = duration;
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this.g_fWidth = num;
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lineRenderer.widthMultiplier = num;
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Color matColor = this.MatColor;
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Material material = this.g_Mat;
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this.g_MatColor = matColor;
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material.SetColor("_TintColor", matColor);
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this.g_fLife = (float)0;
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this.Loop = bLoop;
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base.gameObject.SetActive(true);
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}
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// Token: 0x06000C41 RID: 3137 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x6000C41")]
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[Address(RVA = "0x3F6DF0", Offset = "0x3F5BF0", VA = "0x1803F6DF0")]
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public LightningBullet()
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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: 0x04001510 RID: 5392
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4001510")]
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private LineRenderer g_LR;
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// Token: 0x04001511 RID: 5393
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4001511")]
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public Vector3 StartPos;
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// Token: 0x04001512 RID: 5394
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x4001512")]
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public Vector3 EndPos;
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// Token: 0x04001513 RID: 5395
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4001513")]
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public int NodeNum;
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// Token: 0x04001514 RID: 5396
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[FieldOffset(Offset = "0x3C")]
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[Token(Token = "0x4001514")]
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public int NodeSmallNum;
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// Token: 0x04001515 RID: 5397
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4001515")]
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public float RandomRange;
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// Token: 0x04001516 RID: 5398
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x4001516")]
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public float RandomSamllRange;
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// Token: 0x04001517 RID: 5399
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4001517")]
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public Vector3 RandomScale;
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// Token: 0x04001518 RID: 5400
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[FieldOffset(Offset = "0x54")]
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[Token(Token = "0x4001518")]
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public float Frequency;
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// Token: 0x04001519 RID: 5401
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[FieldOffset(Offset = "0x58")]
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[Token(Token = "0x4001519")]
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public bool Loop;
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// Token: 0x0400151A RID: 5402
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x400151A")]
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public float Duration;
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// Token: 0x0400151B RID: 5403
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400151B")]
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public float FadOutSpeed;
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// Token: 0x0400151C RID: 5404
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[FieldOffset(Offset = "0x64")]
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[Token(Token = "0x400151C")]
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public Color MatColor;
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// Token: 0x0400151D RID: 5405
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x400151D")]
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private float g_fStartRandomRange;
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// Token: 0x0400151E RID: 5406
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x400151E")]
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private float g_fStartRandomSamllRange;
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// Token: 0x0400151F RID: 5407
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x400151F")]
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private float g_fFrequency;
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// Token: 0x04001520 RID: 5408
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4001520")]
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private float g_fDuration;
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// Token: 0x04001521 RID: 5409
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[FieldOffset(Offset = "0x84")]
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[Token(Token = "0x4001521")]
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private float g_fOriginalWidth;
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// Token: 0x04001522 RID: 5410
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4001522")]
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private float g_fWidth;
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// Token: 0x04001523 RID: 5411
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[FieldOffset(Offset = "0x8C")]
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[Token(Token = "0x4001523")]
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private Color g_MatColor;
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// Token: 0x04001524 RID: 5412
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[FieldOffset(Offset = "0x9C")]
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[Token(Token = "0x4001524")]
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private float g_fLife;
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// Token: 0x04001525 RID: 5413
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x4001525")]
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private Material g_Mat;
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}
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