using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000C0 RID: 192 [Token(Token = "0x20000C0")] public class NPC_CatGril : NPC { // Token: 0x0600083F RID: 2111 RVA: 0x00011EC8 File Offset: 0x000100C8 [Token(Token = "0x600083F")] [Address(RVA = "0xF135F0", Offset = "0xF125F0", VA = "0x180F135F0", Slot = "4")] public override void Init() { base.Init(); Material[] g_Mat = this.g_Mat; int num = 0; this.g_fShadowSwitch = (float)num; if (num < g_Mat.Length) { Material material = g_Mat[num]; int num2 = 0; if (material != num2) { Material material2 = this.g_Mat[num]; float num3 = this.g_fShadowSwitch; material2.SetFloat("_ShadowTexSwitch", num3); } Material[] g_Mat2 = this.g_Mat; num++; } GameObject se_Transform = this.SE_Transform; Transform transform = base.transform; SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(se_Transform, transform); this.g_SETransform = soundEffectOfPrefabs; Game.BindStageTimeScale(this.g_SETransform); GameObject se_HoldPlayer = this.SE_HoldPlayer; Transform transform2 = base.transform; SoundEffect soundEffectOfPrefabs2 = Common.GetSoundEffectOfPrefabs(se_HoldPlayer, transform2); this.g_SEHoldPlayer = soundEffectOfPrefabs2; Game.BindStageTimeScale(this.g_SEHoldPlayer); GameObject se_EndingDebut = this.SE_EndingDebut; Transform transform3 = base.transform; SoundEffect soundEffectOfPrefabs3 = Common.GetSoundEffectOfPrefabs(se_EndingDebut, transform3); this.g_SEEndingDebut = soundEffectOfPrefabs3; Game.BindStageTimeScale(this.g_SEEndingDebut); } // Token: 0x06000840 RID: 2112 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000840")] [Address(RVA = "0xF13AA0", Offset = "0xF12AA0", VA = "0x180F13AA0", Slot = "6")] protected override void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000841 RID: 2113 RVA: 0x00011FC8 File Offset: 0x000101C8 [Token(Token = "0x6000841")] [Address(RVA = "0xF13840", Offset = "0xF12840", VA = "0x180F13840")] public void PlayPSBody() { this.PS_Body01.Play(true); this.PS_Body02.Play(true); Material[] g_Mat = this.g_Mat; int num = 0; this.g_gShadowSwitchSet = 1f; this.g_fShadowSwitch = 1f; if (num < g_Mat.Length) { Material material = g_Mat[num]; int num2 = 0; if (material != num2) { Material material2 = this.g_Mat[num]; float num3 = this.g_fShadowSwitch; material2.SetFloat("_ShadowTexSwitch", num3); } Material[] g_Mat2 = this.g_Mat; num++; } this.g_SETransform.PlayRandom(1f, 1f); } // Token: 0x06000842 RID: 2114 RVA: 0x00012074 File Offset: 0x00010274 [Token(Token = "0x6000842")] [Address(RVA = "0xF139E0", Offset = "0xF129E0", VA = "0x180F139E0")] public void PlaySEHoldPlayer() { this.g_SEHoldPlayer.PlayRandom(1f, 1f); } // Token: 0x06000843 RID: 2115 RVA: 0x0001209C File Offset: 0x0001029C [Token(Token = "0x6000843")] [Address(RVA = "0xF13A10", Offset = "0xF12A10", VA = "0x180F13A10")] public new void SetShadowSwitch(float Val) { float num = Mathf.Clamp01(Val); this.g_gShadowSwitchSet = num; } // Token: 0x06000844 RID: 2116 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000844")] [Address(RVA = "0xF13460", Offset = "0xF12460", VA = "0x180F13460")] public void EndingDebut() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000845 RID: 2117 RVA: 0x000120B8 File Offset: 0x000102B8 [Token(Token = "0x6000845")] [Address(RVA = "0xF13A40", Offset = "0xF12A40", VA = "0x180F13A40", Slot = "19")] public override void SetTimeScale(float fTimeScale) { base.SetTimeScale(fTimeScale); Common.SetEffectTimeScale(this.PS_Body01, fTimeScale); Common.SetEffectTimeScale(this.PS_Body02, fTimeScale); Common.SetEffectTimeScale(this.PS_EndingDebut, fTimeScale); } // Token: 0x06000846 RID: 2118 RVA: 0x000120F0 File Offset: 0x000102F0 [Token(Token = "0x6000846")] [Address(RVA = "0xF12AD0", Offset = "0xF11AD0", VA = "0x180F12AD0")] public NPC_CatGril() { } // Token: 0x04000958 RID: 2392 [FieldOffset(Offset = "0x108")] [Token(Token = "0x4000958")] public ParticleSystem PS_Body01; // Token: 0x04000959 RID: 2393 [FieldOffset(Offset = "0x110")] [Token(Token = "0x4000959")] public ParticleSystem PS_Body02; // Token: 0x0400095A RID: 2394 [FieldOffset(Offset = "0x118")] [Token(Token = "0x400095A")] public ParticleSystem PS_EndingDebut; // Token: 0x0400095B RID: 2395 [FieldOffset(Offset = "0x120")] [Token(Token = "0x400095B")] public GameObject SE_Transform; // Token: 0x0400095C RID: 2396 [FieldOffset(Offset = "0x128")] [Token(Token = "0x400095C")] public GameObject SE_HoldPlayer; // Token: 0x0400095D RID: 2397 [FieldOffset(Offset = "0x130")] [Token(Token = "0x400095D")] public GameObject SE_EndingDebut; // Token: 0x0400095E RID: 2398 [FieldOffset(Offset = "0x138")] [Token(Token = "0x400095E")] private SoundEffect g_SETransform; // Token: 0x0400095F RID: 2399 [FieldOffset(Offset = "0x140")] [Token(Token = "0x400095F")] private SoundEffect g_SEHoldPlayer; // Token: 0x04000960 RID: 2400 [FieldOffset(Offset = "0x148")] [Token(Token = "0x4000960")] private SoundEffect g_SEEndingDebut; // Token: 0x04000961 RID: 2401 [FieldOffset(Offset = "0x150")] [Token(Token = "0x4000961")] private float g_fShadowSwitch; // Token: 0x04000962 RID: 2402 [FieldOffset(Offset = "0x154")] [Token(Token = "0x4000962")] private float g_gShadowSwitchSet; // Token: 0x04000963 RID: 2403 [FieldOffset(Offset = "0x158")] [Token(Token = "0x4000963")] private bool g_bGlow; // Token: 0x04000964 RID: 2404 [FieldOffset(Offset = "0x15C")] [Token(Token = "0x4000964")] private float g_fGlow; }