using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x02000106 RID: 262 [Token(Token = "0x2000106")] public class LightningBullet : MonoBehaviour { // Token: 0x06000D5B RID: 3419 RVA: 0x0001F570 File Offset: 0x0001D770 [Token(Token = "0x6000D5B")] [Address(RVA = "0x418850", Offset = "0x417850", VA = "0x180418850")] private void Start() { LineRenderer component = base.GetComponent(); this.g_LR = component; float randomRange = this.RandomRange; LineRenderer lineRenderer = this.g_LR; this.g_fStartRandomRange = randomRange; float randomSamllRange = this.RandomSamllRange; this.g_fStartRandomSamllRange = randomSamllRange; Material material = lineRenderer.GetMaterial(); this.g_Mat = material; float widthMultiplier = this.g_LR.widthMultiplier; bool loop = this.Loop; float z = this.EndPos.z; float z2 = this.StartPos.z; this.g_fOriginalWidth = widthMultiplier; float num = this.g_fStartRandomRange; LineRenderer lineRenderer2 = this.g_LR; float num2 = this.g_fOriginalWidth; this.RandomRange = num; float num3 = this.g_fStartRandomSamllRange; this.RandomSamllRange = num3; float frequency = this.Frequency; this.g_fFrequency = frequency; float duration = this.Duration; this.StartPos.z = z2; this.EndPos.z = z; this.g_fDuration = duration; this.g_fWidth = num2; lineRenderer2.widthMultiplier = num2; Color matColor = this.MatColor; Material material2 = this.g_Mat; this.g_MatColor = matColor; material2.SetColor("_TintColor", matColor); this.Loop = loop; this.g_fLife = 0f; base.gameObject.SetActive(true); } // Token: 0x06000D5C RID: 3420 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000D5C")] [Address(RVA = "0x418A10", Offset = "0x417A10", VA = "0x180418A10")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000D5D RID: 3421 RVA: 0x0001F6BC File Offset: 0x0001D8BC [Token(Token = "0x6000D5D")] [Address(RVA = "0x418740", Offset = "0x417740", VA = "0x180418740")] public void NewUse(Vector3 Start, Vector3 End, bool bLoop = false, float fLife = 5f) { float z = Start.z; LineRenderer lineRenderer = this.g_LR; float num = this.g_fOriginalWidth; this.StartPos.z = z; float z2 = End.z; this.EndPos.z = z2; float num2 = this.g_fStartRandomRange; this.RandomRange = num2; float num3 = this.g_fStartRandomSamllRange; this.RandomSamllRange = num3; float frequency = this.Frequency; this.g_fFrequency = frequency; float duration = this.Duration; this.g_fDuration = duration; this.g_fWidth = num; lineRenderer.widthMultiplier = num; Color matColor = this.MatColor; Material material = this.g_Mat; this.g_MatColor = matColor; material.SetColor("_TintColor", matColor); this.g_fLife = (float)0; this.Loop = bLoop; base.gameObject.SetActive(true); } // Token: 0x06000D5E RID: 3422 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000D5E")] [Address(RVA = "0x419590", Offset = "0x418590", VA = "0x180419590")] public LightningBullet() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04001618 RID: 5656 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001618")] private LineRenderer g_LR; // Token: 0x04001619 RID: 5657 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001619")] public Vector3 StartPos; // Token: 0x0400161A RID: 5658 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400161A")] public Vector3 EndPos; // Token: 0x0400161B RID: 5659 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400161B")] public int NodeNum; // Token: 0x0400161C RID: 5660 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400161C")] public int NodeSmallNum; // Token: 0x0400161D RID: 5661 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400161D")] public float RandomRange; // Token: 0x0400161E RID: 5662 [FieldOffset(Offset = "0x44")] [Token(Token = "0x400161E")] public float RandomSamllRange; // Token: 0x0400161F RID: 5663 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400161F")] public Vector3 RandomScale; // Token: 0x04001620 RID: 5664 [FieldOffset(Offset = "0x54")] [Token(Token = "0x4001620")] public float Frequency; // Token: 0x04001621 RID: 5665 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4001621")] public bool Loop; // Token: 0x04001622 RID: 5666 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4001622")] public float Duration; // Token: 0x04001623 RID: 5667 [FieldOffset(Offset = "0x60")] [Token(Token = "0x4001623")] public float FadOutSpeed; // Token: 0x04001624 RID: 5668 [FieldOffset(Offset = "0x64")] [Token(Token = "0x4001624")] public Color MatColor; // Token: 0x04001625 RID: 5669 [FieldOffset(Offset = "0x74")] [Token(Token = "0x4001625")] private float g_fStartRandomRange; // Token: 0x04001626 RID: 5670 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4001626")] private float g_fStartRandomSamllRange; // Token: 0x04001627 RID: 5671 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x4001627")] private float g_fFrequency; // Token: 0x04001628 RID: 5672 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4001628")] private float g_fDuration; // Token: 0x04001629 RID: 5673 [FieldOffset(Offset = "0x84")] [Token(Token = "0x4001629")] private float g_fOriginalWidth; // Token: 0x0400162A RID: 5674 [FieldOffset(Offset = "0x88")] [Token(Token = "0x400162A")] private float g_fWidth; // Token: 0x0400162B RID: 5675 [FieldOffset(Offset = "0x8C")] [Token(Token = "0x400162B")] private Color g_MatColor; // Token: 0x0400162C RID: 5676 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x400162C")] private float g_fLife; // Token: 0x0400162D RID: 5677 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x400162D")] private Material g_Mat; }