using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000DE RID: 222 [Token(Token = "0x20000DE")] public class IceChargeShotLightSet : MonoBehaviour { // Token: 0x06000C2F RID: 3119 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000C2F")] [Address(RVA = "0x10AD330", Offset = "0x10ABB30", VA = "0x1810AD330")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000C30 RID: 3120 RVA: 0x0001DBAC File Offset: 0x0001BDAC [Token(Token = "0x6000C30")] [Address(RVA = "0x10AD2B0", Offset = "0x10ABAB0", VA = "0x1810AD2B0")] public void SetIntensity(float fIntensity) { Light light = this.g_Light; int num = 0; if (light != num) { this.g_fIntensity = fIntensity; } } // Token: 0x06000C31 RID: 3121 RVA: 0x0001DBD4 File Offset: 0x0001BDD4 [Token(Token = "0x6000C31")] [Address(RVA = "0xB6B850", Offset = "0xB6A050", VA = "0x180B6B850")] public IceChargeShotLightSet() { } // Token: 0x04001510 RID: 5392 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001510")] public Light g_Light; // Token: 0x04001511 RID: 5393 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001511")] public float Attenuation = 1f; // Token: 0x04001512 RID: 5394 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4001512")] private float g_fIntensity; }