using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020001A7 RID: 423 [Token(Token = "0x20001A7")] public class Level04LightMagicController : MonoBehaviour { // Token: 0x060012DC RID: 4828 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012DC")] [Address(RVA = "0x10BFEA0", Offset = "0x10BE6A0", VA = "0x1810BFEA0")] private void Start() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012DD RID: 4829 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012DD")] [Address(RVA = "0x10C0610", Offset = "0x10BEE10", VA = "0x1810C0610")] private void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012DE RID: 4830 RVA: 0x0002B690 File Offset: 0x00029890 [Token(Token = "0x60012DE")] [Address(RVA = "0x10C0370", Offset = "0x10BEB70", VA = "0x1810C0370")] 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: 0x060012DF RID: 4831 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60012DF")] [Address(RVA = "0x10C0520", Offset = "0x10BED20", VA = "0x1810C0520")] private void UpdateFloat(float fDeltaTime) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060012E0 RID: 4832 RVA: 0x0002B798 File Offset: 0x00029998 [Token(Token = "0x60012E0")] [Address(RVA = "0x10BFE80", Offset = "0x10BE680", VA = "0x1810BFE80")] public void SetStartActive() { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)1L); this.g_fWaitTime = 2f; } // Token: 0x060012E1 RID: 4833 RVA: 0x0002B7BC File Offset: 0x000299BC [Token(Token = "0x60012E1")] [Address(RVA = "0x10BFDA0", Offset = "0x10BE5A0", VA = "0x1810BFDA0")] 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: 0x060012E2 RID: 4834 RVA: 0x0002B810 File Offset: 0x00029A10 [Token(Token = "0x60012E2")] [Address(RVA = "0x10BFD20", Offset = "0x10BE520", VA = "0x1810BFD20")] public Level04LightMagicController.LMSTATUS GetStatus() { return this.g_Status; } // Token: 0x060012E3 RID: 4835 RVA: 0x0002B824 File Offset: 0x00029A24 [Token(Token = "0x60012E3")] [Address(RVA = "0x10BFCA0", Offset = "0x10BE4A0", VA = "0x1810BFCA0")] public void EventUnactive() { Level04LightMagic[] lightMagic = this.LightMagic; int num = 0; if (num < lightMagic.Length) { lightMagic[num].Check(); Level04LightMagic[] lightMagic2 = this.LightMagic; num++; } } // Token: 0x060012E4 RID: 4836 RVA: 0x0002B860 File Offset: 0x00029A60 [Token(Token = "0x60012E4")] [Address(RVA = "0x10BFD30", Offset = "0x10BE530", VA = "0x1810BFD30")] private void OnTriggerEnter(Collider other) { if (this.g_Status == Level04LightMagicController.LMSTATUS.ACTIVE && other.CompareTag("Player")) { this.g_Status = (Level04LightMagicController.LMSTATUS)((ulong)0L); } } // Token: 0x060012E5 RID: 4837 RVA: 0x0002B894 File Offset: 0x00029A94 [Token(Token = "0x60012E5")] [Address(RVA = "0x10C1A30", Offset = "0x10C0230", VA = "0x1810C1A30")] public Level04LightMagicController() { } // Token: 0x04001D4E RID: 7502 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4001D4E")] public Level04LightMagic[] LightMagic; // Token: 0x04001D4F RID: 7503 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4001D4F")] public CrystalBall[] Crystal; // Token: 0x04001D50 RID: 7504 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4001D50")] public Transform Pos_LightBall; // Token: 0x04001D51 RID: 7505 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4001D51")] public Transform Pos_LerpTarget; // Token: 0x04001D52 RID: 7506 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4001D52")] private Transform TargetPos; // Token: 0x04001D53 RID: 7507 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4001D53")] private Transform PlayerPos; // Token: 0x04001D54 RID: 7508 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4001D54")] private Transform AimPos; // Token: 0x04001D55 RID: 7509 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4001D55")] private Vector3 g_v3MovePos; // Token: 0x04001D56 RID: 7510 [Token(Token = "0x4001D56")] private const float g_fPosHeight = 2.7f; // Token: 0x04001D57 RID: 7511 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x4001D57")] private Vector3 g_v3Float; // Token: 0x04001D58 RID: 7512 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4001D58")] private float g_fFloatX; // Token: 0x04001D59 RID: 7513 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x4001D59")] private float g_fFloatY; // Token: 0x04001D5A RID: 7514 [FieldOffset(Offset = "0x70")] [Token(Token = "0x4001D5A")] private float g_fFloatZ; // Token: 0x04001D5B RID: 7515 [FieldOffset(Offset = "0x74")] [Token(Token = "0x4001D5B")] private float g_fFloatSpeedX; // Token: 0x04001D5C RID: 7516 [FieldOffset(Offset = "0x78")] [Token(Token = "0x4001D5C")] private float g_fFloatSpeedY; // Token: 0x04001D5D RID: 7517 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x4001D5D")] private float g_fFloatSpeedZ; // Token: 0x04001D5E RID: 7518 [Token(Token = "0x4001D5E")] private const float g_fFloatRange = 0.3f; // Token: 0x04001D5F RID: 7519 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4001D5F")] private float g_fPI2; // Token: 0x04001D60 RID: 7520 [FieldOffset(Offset = "0x88")] [Token(Token = "0x4001D60")] public ParticleSystem PS_LightBall; // Token: 0x04001D61 RID: 7521 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4001D61")] public Light PLight; // Token: 0x04001D62 RID: 7522 [FieldOffset(Offset = "0x98")] [Token(Token = "0x4001D62")] private float g_fPLightDefaultIntensity; // Token: 0x04001D63 RID: 7523 [FieldOffset(Offset = "0x9C")] [Token(Token = "0x4001D63")] private float g_fPLightChangeIntensity; // Token: 0x04001D64 RID: 7524 [Token(Token = "0x4001D64")] private const float g_fLightFrequency = 0.09f; // Token: 0x04001D65 RID: 7525 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4001D65")] private float g_fLightFrequencyVal; // Token: 0x04001D66 RID: 7526 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4001D66")] private float g_fPLightDefaultRange; // Token: 0x04001D67 RID: 7527 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4001D67")] private float g_fPLightRange; // Token: 0x04001D68 RID: 7528 [Token(Token = "0x4001D68")] private const float g_fLightSpeed = 2.4f; // Token: 0x04001D69 RID: 7529 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4001D69")] public Light SLight; // Token: 0x04001D6A RID: 7530 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x4001D6A")] private float g_fSLightDefaultIntensity; // Token: 0x04001D6B RID: 7531 [FieldOffset(Offset = "0xBC")] [Token(Token = "0x4001D6B")] private float g_fSLightChangeIntensity; // Token: 0x04001D6C RID: 7532 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4001D6C")] private float g_fSLightDefaultRange; // Token: 0x04001D6D RID: 7533 [FieldOffset(Offset = "0xC4")] [Token(Token = "0x4001D6D")] private float g_fSLightRange; // Token: 0x04001D6E RID: 7534 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4001D6E")] public Light CLight; // Token: 0x04001D6F RID: 7535 [FieldOffset(Offset = "0xD0")] [Token(Token = "0x4001D6F")] private float g_fCLightDefaultIntensity; // Token: 0x04001D70 RID: 7536 [FieldOffset(Offset = "0xD4")] [Token(Token = "0x4001D70")] public float PlayerLightRange = 24f; // Token: 0x04001D71 RID: 7537 [FieldOffset(Offset = "0xD8")] [Token(Token = "0x4001D71")] public GameObject SE_LightBallLoop; // Token: 0x04001D72 RID: 7538 [FieldOffset(Offset = "0xE0")] [Token(Token = "0x4001D72")] private SoundEffect g_SELightBallLoop; // Token: 0x04001D73 RID: 7539 [FieldOffset(Offset = "0xE8")] [Token(Token = "0x4001D73")] private float g_fWaitTime; // Token: 0x04001D74 RID: 7540 [FieldOffset(Offset = "0xEC")] [Token(Token = "0x4001D74")] private Level04LightMagicController.LMSTATUS g_Status; // Token: 0x020001A8 RID: 424 [Token(Token = "0x20001A8")] public enum LMSTATUS { // Token: 0x04001D76 RID: 7542 [Token(Token = "0x4001D76")] UNACTIVE, // Token: 0x04001D77 RID: 7543 [Token(Token = "0x4001D77")] STARTACTIVE, // Token: 0x04001D78 RID: 7544 [Token(Token = "0x4001D78")] ACTIVE, // Token: 0x04001D79 RID: 7545 [Token(Token = "0x4001D79")] DEACTIVATE } }