using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x0200000F RID: 15 [Token(Token = "0x200000F")] public class EvaporatingLoop : MonoBehaviour { // Token: 0x06000055 RID: 85 RVA: 0x00002F44 File Offset: 0x00001144 [Token(Token = "0x6000055")] [Address(RVA = "0xD0B1E0", Offset = "0xD0A1E0", VA = "0x180D0B1E0")] private void Start() { Material material = this.MR.GetMaterial(); this.g_Mat = material; throw new NullReferenceException(); } // Token: 0x06000056 RID: 86 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000056")] [Address(RVA = "0xD0AF00", Offset = "0xD09F00", VA = "0x180D0AF00")] public void InitData() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000057 RID: 87 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000057")] [Address(RVA = "0xD0B230", Offset = "0xD0A230", VA = "0x180D0B230")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000058 RID: 88 RVA: 0x00002F6C File Offset: 0x0000116C [Token(Token = "0x6000058")] [Address(RVA = "0xD0AFA0", Offset = "0xD09FA0", VA = "0x180D0AFA0")] public void PlayEffect() { Material material = this.g_Mat; float gradientUStart = this.GradientUStart; this.g_GradientU = gradientUStart; this.g_bPlay = true; material.SetFloat("_GradientUOffset", gradientUStart); Material material2 = this.g_Mat; float gradientVStart = this.GradientVStart; this.g_GradientV = gradientVStart; material2.SetFloat("_GradientVOffset", gradientVStart); Material material3 = this.g_Mat; this.g_Alpha = 0f; int num = 0; material3.SetFloat("_Alpha", (float)num); SceneManager sceneManager = Game.sceneManager; int num2 = 0; if (sceneManager != num2) { Material material4 = this.g_Mat; float stageTimeScale = Game.GetStageTimeScale(); material4.SetFloat("_TimeScale", stageTimeScale); return; } } // Token: 0x06000059 RID: 89 RVA: 0x00003024 File Offset: 0x00001224 [Token(Token = "0x6000059")] [Address(RVA = "0xD0B220", Offset = "0xD0A220", VA = "0x180D0B220")] public void StopEffect() { this.g_bPlay = false; } // Token: 0x0600005A RID: 90 RVA: 0x00003038 File Offset: 0x00001238 [Token(Token = "0x600005A")] [Address(RVA = "0xD0B180", Offset = "0xD0A180", VA = "0x180D0B180")] public void SetTimeScale(float fTimeScale) { this.g_Mat.SetFloat("_TimeScale", fTimeScale); } // Token: 0x0600005B RID: 91 RVA: 0x0000305C File Offset: 0x0000125C [Token(Token = "0x600005B")] [Address(RVA = "0xD0B430", Offset = "0xD0A430", VA = "0x180D0B430")] public EvaporatingLoop() { } // Token: 0x04000088 RID: 136 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000088")] private Material g_Mat; // Token: 0x04000089 RID: 137 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000089")] public MeshRenderer MR; // Token: 0x0400008A RID: 138 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400008A")] public float AlphaFadeInSpeed = 1f; // Token: 0x0400008B RID: 139 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400008B")] public float AlphaFadeOutSpeed = 1f; // Token: 0x0400008C RID: 140 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400008C")] private float g_Alpha; // Token: 0x0400008D RID: 141 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400008D")] public float GradientUStart; // Token: 0x0400008E RID: 142 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400008E")] public float GradientVStart; // Token: 0x0400008F RID: 143 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400008F")] public float GradientUSpeed; // Token: 0x04000090 RID: 144 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000090")] public float GradientVSpeed; // Token: 0x04000091 RID: 145 [FieldOffset(Offset = "0x44")] [Token(Token = "0x4000091")] private float g_GradientU; // Token: 0x04000092 RID: 146 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4000092")] private float g_GradientV; // Token: 0x04000093 RID: 147 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x4000093")] private bool g_bPlay; }