using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000F0 RID: 240 [Token(Token = "0x20000F0")] public class Doll02StoneEffectPlay : Doll02EffectPlay { // Token: 0x06000BD9 RID: 3033 RVA: 0x0001B054 File Offset: 0x00019254 [Token(Token = "0x6000BD9")] [Address(RVA = "0x17E7190", Offset = "0x17E6190", VA = "0x1817E7190", Slot = "4")] public override void InitData() { base.InitData(); string text = this.sERockDragObjectPath; Transform transform = base.transform; Action action = delegate(SoundEffect se) { this.g_SERockDragStep = se; Game.BindStageTimeScale(this.g_SERockDragStep); }; Common.LoadSoundEffect(text, transform, action); string text2 = this.sEEyePath; Transform transform2 = base.transform; Action action2 = delegate(SoundEffect se) { this.g_SEEye = se; Game.BindStageTimeScale(this.g_SEEye); }; Common.LoadSoundEffect(text2, transform2, action2); ParticleSystem component = base.transform.Find("PS_DamageSmoke").GetComponent(); this.PS_DamageSmoke = component; this.PS_DamageSmoke.Stop(true); ParticleSystem component2 = base.transform.Find("PS_DeathSmoke").GetComponent(); this.PS_DeathSmoke = component2; this.PS_DeathSmoke.Stop(true); ParticleSystem component3 = Common.FindChild(base.transform, "PS_EyeEffect").GetComponent(); this.PS_Eye = component3; this.PS_Eye.Stop(true); } // Token: 0x06000BDA RID: 3034 RVA: 0x0001B138 File Offset: 0x00019338 [Token(Token = "0x6000BDA")] [Address(RVA = "0x17E6F60", Offset = "0x17E5F60", VA = "0x1817E6F60", Slot = "7")] public override void Create() { ParticleSystem g_BodyEffect = this.g_BodyEffect; this.g_bDeath = false; g_BodyEffect.Stop(true); ParticleSystem g_DeathEffect = this.g_DeathEffect; int num = 0; g_DeathEffect.Stop(num != 0); Material g_matBody = this.g_matBody01; this.g_fDeathShadowPos = 1f; this.g_fMatShadowPos = 0f; int num2 = 0; g_matBody.SetFloat("_ShadowPow", (float)num2); Material g_matBody2 = this.g_matBody02; int num3 = 0; g_matBody2.SetFloat("_ShadowPow", (float)num3); Material g_matHead = this.g_matHead01; int num4 = 0; g_matHead.SetFloat("_ShadowPow", (float)num4); Material g_matHead2 = this.g_matHead02; int num5 = 0; g_matHead2.SetFloat("_ShadowPow", (float)num5); Material g_matWeapon = this.g_matWeapon; int num6 = 0; g_matWeapon.SetFloat("_ShadowPow", (float)num6); } // Token: 0x06000BDB RID: 3035 RVA: 0x0001B204 File Offset: 0x00019404 [Token(Token = "0x6000BDB")] [Address(RVA = "0x17E7080", Offset = "0x17E6080", VA = "0x1817E7080", Slot = "6")] public override void Damaged() { Material g_matBody = this.g_matBody01; this.g_fMatShadowPos = 0f; int num = 0; g_matBody.SetFloat("_ShadowPow", (float)num); Material g_matBody2 = this.g_matBody02; float g_fMatShadowPos = this.g_fMatShadowPos; g_matBody2.SetFloat("_ShadowPow", g_fMatShadowPos); Material g_matHead = this.g_matHead01; float g_fMatShadowPos2 = this.g_fMatShadowPos; g_matHead.SetFloat("_ShadowPow", g_fMatShadowPos2); Material g_matHead2 = this.g_matHead02; float g_fMatShadowPos3 = this.g_fMatShadowPos; g_matHead2.SetFloat("_ShadowPow", g_fMatShadowPos3); Material g_matWeapon = this.g_matWeapon; float g_fMatShadowPos4 = this.g_fMatShadowPos; g_matWeapon.SetFloat("_ShadowPow", g_fMatShadowPos4); this.PS_DamageSmoke.Play(true); } // Token: 0x06000BDC RID: 3036 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000BDC")] [Address(RVA = "0x17E7580", Offset = "0x17E6580", VA = "0x1817E7580", Slot = "10")] public override void PlaySEFootstepL() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000BDD RID: 3037 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000BDD")] [Address(RVA = "0x17E7770", Offset = "0x17E6770", VA = "0x1817E7770", Slot = "11")] public override void PlaySEFootstepR() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000BDE RID: 3038 RVA: 0x0001B2B8 File Offset: 0x000194B8 [Token(Token = "0x6000BDE")] [Address(RVA = "0x17E7960", Offset = "0x17E6960", VA = "0x1817E7960")] public void PlaySERockDarg() { this.g_SERockDragStep.PlayRandom(1f, 1f); } // Token: 0x06000BDF RID: 3039 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000BDF")] [Address(RVA = "0x17E7410", Offset = "0x17E6410", VA = "0x1817E7410")] public void PlayPSDead() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000BE0 RID: 3040 RVA: 0x0001B2E0 File Offset: 0x000194E0 [Token(Token = "0x6000BE0")] [Address(RVA = "0x17E7990", Offset = "0x17E6990", VA = "0x1817E7990")] public void StartFight() { this.g_matBody01.SetFloat("_ShadowTexSwitch", 1f); this.g_matBody02.SetFloat("_ShadowTexSwitch", 1f); this.g_matHead01.SetFloat("_ShadowTexSwitch", 1f); this.g_matHead02.SetFloat("_ShadowTexSwitch", 1f); this.g_matWeapon.SetFloat("_ShadowTexSwitch", 1f); this.g_SEEye.PlayRandom(1f, 1f); this.PS_Eye.Play(true); this.g_BodyEffect.Play(true); } // Token: 0x06000BE1 RID: 3041 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000BE1")] [Address(RVA = "0x17E4730", Offset = "0x17E3730", VA = "0x1817E4730")] public Doll02StoneEffectPlay() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04001301 RID: 4865 [FieldOffset(Offset = "0x1C8")] [Token(Token = "0x4001301")] [SerializeField] private string sERockDragObjectPath; // Token: 0x04001302 RID: 4866 [FieldOffset(Offset = "0x1D0")] [Token(Token = "0x4001302")] [SerializeField] private string sEEyePath; // Token: 0x04001303 RID: 4867 [FieldOffset(Offset = "0x1D8")] [Token(Token = "0x4001303")] private SoundEffect g_SERockDragStep; // Token: 0x04001304 RID: 4868 [FieldOffset(Offset = "0x1E0")] [Token(Token = "0x4001304")] private SoundEffect g_SEEye; // Token: 0x04001305 RID: 4869 [FieldOffset(Offset = "0x1E8")] [Token(Token = "0x4001305")] private ParticleSystem PS_DamageSmoke; // Token: 0x04001306 RID: 4870 [FieldOffset(Offset = "0x1F0")] [Token(Token = "0x4001306")] private ParticleSystem PS_DeathSmoke; // Token: 0x04001307 RID: 4871 [FieldOffset(Offset = "0x1F8")] [Token(Token = "0x4001307")] private ParticleSystem PS_Eye; }