using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000E5 RID: 229 [Token(Token = "0x20000E5")] public class BossLevel06_BR_EffectPlayBearControl : BossLevel06EffectPlayBearControl { // Token: 0x06000B65 RID: 2917 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000B65")] [Address(RVA = "0x1147F70", Offset = "0x1146F70", VA = "0x181147F70", Slot = "4")] public override void Init(BossLevel06EffectPlayPlus Boss06EffectPlus) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000B66 RID: 2918 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000B66")] [Address(RVA = "0x1147170", Offset = "0x1146170", VA = "0x181147170", Slot = "6")] public override void EarthQuakeAttack() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000B67 RID: 2919 RVA: 0x0001A1A0 File Offset: 0x000183A0 [Token(Token = "0x6000B67")] [Address(RVA = "0x1147130", Offset = "0x1146130", VA = "0x181147130", Slot = "5")] public override void BearUpdate(float fDeltaTime) { base.BearUpdate(fDeltaTime); this.FootWaveUpdate(fDeltaTime); } // Token: 0x06000B68 RID: 2920 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000B68")] [Address(RVA = "0x1147660", Offset = "0x1146660", VA = "0x181147660")] private void FootWaveUpdate(float fDeltaTime) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000B69 RID: 2921 RVA: 0x0001A1BC File Offset: 0x000183BC [Token(Token = "0x6000B69")] [Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")] public BossLevel06_BR_EffectPlayBearControl() { } // Token: 0x0400124A RID: 4682 [FieldOffset(Offset = "0x1C0")] [Token(Token = "0x400124A")] public Transform Pos_FloorFireBig; // Token: 0x0400124B RID: 4683 [FieldOffset(Offset = "0x1C8")] [Token(Token = "0x400124B")] public GameObject Eff_FootWave; // Token: 0x0400124C RID: 4684 [FieldOffset(Offset = "0x1D0")] [Token(Token = "0x400124C")] private EffectPool g_EffFootWave; // Token: 0x0400124D RID: 4685 [FieldOffset(Offset = "0x1D8")] [Token(Token = "0x400124D")] public AttackData AD_FloorWave; // Token: 0x0400124E RID: 4686 [Token(Token = "0x400124E")] private const int g_iEffFootWaveNum = 2; // Token: 0x0400124F RID: 4687 [FieldOffset(Offset = "0x1E0")] [Token(Token = "0x400124F")] private int g_iEffFootWaveIndex; // Token: 0x04001250 RID: 4688 [FieldOffset(Offset = "0x1E8")] [Token(Token = "0x4001250")] private Transform[] g_FootWave; // Token: 0x04001251 RID: 4689 [FieldOffset(Offset = "0x1F0")] [Token(Token = "0x4001251")] private bool[] g_bFootWave; // Token: 0x04001252 RID: 4690 [FieldOffset(Offset = "0x1F8")] [Token(Token = "0x4001252")] private float[] g_bFootWaveRadius; // Token: 0x04001253 RID: 4691 [FieldOffset(Offset = "0x200")] [Token(Token = "0x4001253")] private bool[] g_bFootWave_Collision; }