using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020001D7 RID: 471 [Token(Token = "0x20001D7")] public class Level04LightMagicController : MonoBehaviour { // Token: 0x06001462 RID: 5218 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6001462")] [Address(RVA = "0x1055170", Offset = "0x1054170", VA = "0x181055170")] private void Start() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06001463 RID: 5219 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6001463")] [Address(RVA = "0x10558E0", Offset = "0x10548E0", VA = "0x1810558E0")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06001464 RID: 5220 RVA: 0x0002E748 File Offset: 0x0002C948 [Token(Token = "0x6001464")] [Address(RVA = "0x1055640", Offset = "0x1054640", VA = "0x181055640")] private void UpdateFlashing(float fDeltaTime) { float num = this.g_fLightFrequencyVal; Light plight = this.PLight; if (num <= 0.09f) { if (plight.enabled) { Light plight2 = this.PLight; float intensity = plight2.intensity; float num2 = this.g_fPLightChangeIntensity; float num3 = fDeltaTime * 2.4f; num2 = Mathf.Lerp(intensity, num2, num3); plight2.intensity = num2; } float num4 = fDeltaTime * 2.4f; if (!this.SLight.enabled) { goto IL_EE; } Light slight = this.SLight; float intensity2 = slight.intensity; float num5 = this.g_fSLightChangeIntensity; num5 = Mathf.Lerp(intensity2, num5, num4); slight.intensity = num5; } this.g_fLightFrequencyVal = num; if (plight.enabled) { float num6 = UnityEngine.Random.Range(-0.6f, 0.6f); this.g_fPLightChangeIntensity = num6; } if (this.SLight.enabled) { float num7 = UnityEngine.Random.Range(-0.6f, 0.6f); this.g_fSLightChangeIntensity = num7; } IL_EE: this.g_fLightFrequencyVal = fDeltaTime; } // Token: 0x06001465 RID: 5221 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6001465")] [Address(RVA = "0x10557F0", Offset = "0x10547F0", VA = "0x1810557F0")] private void UpdateFloat(float fDeltaTime) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06001466 RID: 5222 RVA: 0x0002E850 File Offset: 0x0002CA50 [Token(Token = "0x6001466")] [Address(RVA = "0x1055150", Offset = "0x1054150", VA = "0x181055150")] public void SetStartActive() { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)1L); this.g_fWaitTime = 2f; } // Token: 0x06001467 RID: 5223 RVA: 0x0002E874 File Offset: 0x0002CA74 [Token(Token = "0x6001467")] [Address(RVA = "0x1055070", Offset = "0x1054070", VA = "0x181055070")] public void SetDeactivate(int iIndex) { Level04LightMagic[] lightMagic = this.LightMagic; Debug.LogError("LightMagic編號錯誤"); Level04LightMagic[] lightMagic2 = this.LightMagic; this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)3L); this.g_fWaitTime = 1.2f; Transform transform = lightMagic2[iIndex].transform; this.TargetPos = transform; throw new NullReferenceException(); } // Token: 0x06001468 RID: 5224 RVA: 0x0002E8C8 File Offset: 0x0002CAC8 [Token(Token = "0x6001468")] [Address(RVA = "0x1054FF0", Offset = "0x1053FF0", VA = "0x181054FF0")] public Level04LightMagicController.LMSTATUS GetStatus() { return this.g_Status; } // Token: 0x06001469 RID: 5225 RVA: 0x0002E8DC File Offset: 0x0002CADC [Token(Token = "0x6001469")] [Address(RVA = "0x1054F70", Offset = "0x1053F70", VA = "0x181054F70")] public void EventUnactive() { Level04LightMagic[] lightMagic = this.LightMagic; int num = 0; if (num < lightMagic.Length) { lightMagic[num].Check(); Level04LightMagic[] lightMagic2 = this.LightMagic; num++; } } // Token: 0x0600146A RID: 5226 RVA: 0x0002E918 File Offset: 0x0002CB18 [Token(Token = "0x600146A")] [Address(RVA = "0x1055000", Offset = "0x1054000", VA = "0x181055000")] private void OnTriggerEnter(Collider other) { if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE && other.CompareTag("Player")) { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)0L); } } // Token: 0x0600146B RID: 5227 RVA: 0x0002E94C File Offset: 0x0002CB4C [Token(Token = "0x600146B")] [Address(RVA = "0x1056D00", Offset = "0x1055D00", VA = "0x181056D00")] public Level04LightMagicController() { } // Token: 0x04001EE2 RID: 7906 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001EE2")] public Level04LightMagic[] LightMagic; // Token: 0x04001EE3 RID: 7907 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001EE3")] public CrystalBall[] Crystal; // Token: 0x04001EE4 RID: 7908 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4001EE4")] public Transform Pos_LightBall; // Token: 0x04001EE5 RID: 7909 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4001EE5")] public Transform Pos_LerpTarget; // Token: 0x04001EE6 RID: 7910 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4001EE6")] private Transform TargetPos; // Token: 0x04001EE7 RID: 7911 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4001EE7")] private Transform PlayerPos; // Token: 0x04001EE8 RID: 7912 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4001EE8")] private Transform AimPos; // Token: 0x04001EE9 RID: 7913 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4001EE9")] private Vector3 g_v3MovePos; // Token: 0x04001EEA RID: 7914 [Token(Token = "0x4001EEA")] private const float g_fPosHeight = 2.7f; // Token: 0x04001EEB RID: 7915 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4001EEB")] private Vector3 g_v3Float; // Token: 0x04001EEC RID: 7916 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4001EEC")] private float g_fFloatX; // Token: 0x04001EED RID: 7917 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x4001EED")] private float g_fFloatY; // Token: 0x04001EEE RID: 7918 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4001EEE")] private float g_fFloatZ; // Token: 0x04001EEF RID: 7919 [FieldOffset(Offset = "0x74")] [Token(Token = "0x4001EEF")] private float g_fFloatSpeedX; // Token: 0x04001EF0 RID: 7920 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4001EF0")] private float g_fFloatSpeedY; // Token: 0x04001EF1 RID: 7921 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x4001EF1")] private float g_fFloatSpeedZ; // Token: 0x04001EF2 RID: 7922 [Token(Token = "0x4001EF2")] private const float g_fFloatRange = 0.3f; // Token: 0x04001EF3 RID: 7923 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4001EF3")] private float g_fPI2; // Token: 0x04001EF4 RID: 7924 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4001EF4")] public ParticleSystem PS_LightBall; // Token: 0x04001EF5 RID: 7925 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4001EF5")] public Light PLight; // Token: 0x04001EF6 RID: 7926 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4001EF6")] private float g_fPLightDefaultIntensity; // Token: 0x04001EF7 RID: 7927 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x4001EF7")] private float g_fPLightChangeIntensity; // Token: 0x04001EF8 RID: 7928 [Token(Token = "0x4001EF8")] private const float g_fLightFrequency = 0.09f; // Token: 0x04001EF9 RID: 7929 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4001EF9")] private float g_fLightFrequencyVal; // Token: 0x04001EFA RID: 7930 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4001EFA")] private float g_fPLightDefaultRange; // Token: 0x04001EFB RID: 7931 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4001EFB")] private float g_fPLightRange; // Token: 0x04001EFC RID: 7932 [Token(Token = "0x4001EFC")] private const float g_fLightSpeed = 2.4f; // Token: 0x04001EFD RID: 7933 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4001EFD")] public Light SLight; // Token: 0x04001EFE RID: 7934 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x4001EFE")] private float g_fSLightDefaultIntensity; // Token: 0x04001EFF RID: 7935 [FieldOffset(Offset = "0xBC")] [Token(Token = "0x4001EFF")] private float g_fSLightChangeIntensity; // Token: 0x04001F00 RID: 7936 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4001F00")] private float g_fSLightDefaultRange; // Token: 0x04001F01 RID: 7937 [FieldOffset(Offset = "0xC4")] [Token(Token = "0x4001F01")] private float g_fSLightRange; // Token: 0x04001F02 RID: 7938 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4001F02")] public Light CLight; // Token: 0x04001F03 RID: 7939 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x4001F03")] private float g_fCLightDefaultIntensity; // Token: 0x04001F04 RID: 7940 [FieldOffset(Offset = "0xD4")] [Token(Token = "0x4001F04")] public float PlayerLightRange = 24f; // Token: 0x04001F05 RID: 7941 [FieldOffset(Offset = "0xD8")] [Token(Token = "0x4001F05")] public GameObject SE_LightBallLoop; // Token: 0x04001F06 RID: 7942 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x4001F06")] private SoundEffect g_SELightBallLoop; // Token: 0x04001F07 RID: 7943 [FieldOffset(Offset = "0xE8")] [Token(Token = "0x4001F07")] private float g_fWaitTime; // Token: 0x04001F08 RID: 7944 [FieldOffset(Offset = "0xEC")] [Token(Token = "0x4001F08")] private Level04LightMagicController.LMSTATUS g_Status; // Token: 0x020001D8 RID: 472 [Token(Token = "0x20001D8")] public enum LMSTATUS { // Token: 0x04001F0A RID: 7946 [Token(Token = "0x4001F0A")] UNACTIVE, // Token: 0x04001F0B RID: 7947 [Token(Token = "0x4001F0B")] STARTACTIVE, // Token: 0x04001F0C RID: 7948 [Token(Token = "0x4001F0C")] ACTIVE, // Token: 0x04001F0D RID: 7949 [Token(Token = "0x4001F0D")] DEACTIVATE } }