Add v1.0.3.1
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132
Cpp2IL/Assembly-CSharp/NPC_GhostB.cs
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132
Cpp2IL/Assembly-CSharp/NPC_GhostB.cs
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using System;
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using Cpp2IlInjected;
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using RootMotion.FinalIK;
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using UnityEngine;
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using UnityEngine.AI;
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// Token: 0x020000AA RID: 170
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[Token(Token = "0x20000AA")]
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public class NPC_GhostB : NPC
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{
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// Token: 0x0600079E RID: 1950 RVA: 0x00011630 File Offset: 0x0000F830
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[Token(Token = "0x600079E")]
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[Address(RVA = "0xEC8B50", Offset = "0xEC7950", VA = "0x180EC8B50", Slot = "4")]
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public override void Init()
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{
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Animator component = base.GetComponent<Animator>();
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this.g_Ani = component;
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MoveController moveController = new MoveController();
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this.g_Move = moveController;
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MoveController g_Move = this.g_Move;
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Transform transform = base.transform;
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g_Move.Init(transform);
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this.g_Move.gravity = 10f;
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this.g_Move.SetDragRotation(0.6f);
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NavMeshPath navMeshPath = new NavMeshPath();
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this.g_NavPath = navMeshPath;
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float g_fWalkSpeed = this.g_fWalkSpeed;
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this.g_fNavMoveSpeed = g_fWalkSpeed;
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Transform transform2 = base.transform.Find("IK");
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int num = 0;
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bool flag = transform2 != num;
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int num2 = 0;
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if (flag)
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{
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LookAtIK component2 = transform2.GetComponent<LookAtIK>();
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this.g_LookAt = component2;
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Transform target = this.g_LookAt.solver.target;
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this.g_LookAtTarget = target;
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this.g_LookAtTargetSet = num2;
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}
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this.g_bLookAtEnable = num2 != 0;
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this.g_fLookAtWeight = (float)num2;
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Transform transform3 = base.transform.Find("Dialogue");
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int num3 = 0;
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Dialogue g_Dialog;
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if (!(transform3 == num3))
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{
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Dialogue component3 = transform3.GetComponent<Dialogue>();
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this.g_Dialog = component3;
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g_Dialog = this.g_Dialog;
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int num4 = 0;
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if (g_Dialog == num4)
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{
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Debug.LogError("Dialogue錯誤");
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}
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this.g_Dialog.Init();
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GameObject gameObject = this.g_Dialog.gameObject;
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int num5 = 0;
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gameObject.SetActive(num5 != 0);
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}
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this.g_Dialog = g_Dialog;
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GameObject semoveObject = this.SEMoveObject;
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int num6 = 0;
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if (semoveObject != num6)
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{
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GameObject semoveObject2 = this.SEMoveObject;
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Transform transform4 = base.transform;
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SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(semoveObject2, transform4);
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this.g_SEMove = soundEffectOfPrefabs;
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Game.BindStageTimeScale(this.g_SEMove);
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this.g_SEMove.DistanceMin = 6f;
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this.g_SEMove.DistanceMax = 30f;
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}
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}
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// Token: 0x0600079F RID: 1951 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x600079F")]
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[Address(RVA = "0xEC9060", Offset = "0xEC7E60", VA = "0x180EC9060", Slot = "6")]
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protected override 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: 0x060007A0 RID: 1952 RVA: 0x00011804 File Offset: 0x0000FA04
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[Token(Token = "0x60007A0")]
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[Address(RVA = "0xEC8FC0", Offset = "0xEC7DC0", VA = "0x180EC8FC0", Slot = "5")]
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protected override void OnEnable()
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{
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base.OnEnable();
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SoundEffect soundEffect = this.g_SEMove;
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int num = 0;
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if (soundEffect != num)
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{
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this.g_SEMove.PlayRandom(1f, 1f);
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}
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}
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// Token: 0x060007A1 RID: 1953 RVA: 0x000020D3 File Offset: 0x000002D3
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[Token(Token = "0x60007A1")]
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[Address(RVA = "0x297F00", Offset = "0x296D00", VA = "0x180297F00")]
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public void PlayFireMagicShot()
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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: 0x060007A2 RID: 1954 RVA: 0x00011848 File Offset: 0x0000FA48
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[Token(Token = "0x60007A2")]
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[Address(RVA = "0xEC7D40", Offset = "0xEC6B40", VA = "0x180EC7D40")]
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public NPC_GhostB()
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{
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}
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// Token: 0x040008E3 RID: 2275
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[FieldOffset(Offset = "0x100")]
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[Token(Token = "0x40008E3")]
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public GameObject SEMoveObject;
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// Token: 0x040008E4 RID: 2276
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[FieldOffset(Offset = "0x108")]
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[Token(Token = "0x40008E4")]
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public GameObject SEChargeObject;
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// Token: 0x040008E5 RID: 2277
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[FieldOffset(Offset = "0x110")]
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[Token(Token = "0x40008E5")]
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private SoundEffect g_SEMove;
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// Token: 0x040008E6 RID: 2278
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[FieldOffset(Offset = "0x118")]
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[Token(Token = "0x40008E6")]
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private SoundEffect g_SECharge;
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}
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