using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000AA RID: 170 [Token(Token = "0x20000AA")] public class NPC_CatGril : NPC { // Token: 0x06000797 RID: 1943 RVA: 0x00011874 File Offset: 0x0000FA74 [Token(Token = "0x6000797")] [Address(RVA = "0xFC5590", Offset = "0xFC3D90", VA = "0x180FC5590", 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: 0x06000798 RID: 1944 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000798")] [Address(RVA = "0xFC5A10", Offset = "0xFC4210", VA = "0x180FC5A10", Slot = "6")] protected override void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000799 RID: 1945 RVA: 0x00011974 File Offset: 0x0000FB74 [Token(Token = "0x6000799")] [Address(RVA = "0xFC57E0", Offset = "0xFC3FE0", VA = "0x180FC57E0")] 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: 0x0600079A RID: 1946 RVA: 0x00011A20 File Offset: 0x0000FC20 [Token(Token = "0x600079A")] [Address(RVA = "0x7A5440", Offset = "0x7A3C40", VA = "0x1807A5440")] public void PlaySEHoldPlayer() { this.g_SEHoldPlayer.PlayRandom(1f, 1f); } // Token: 0x0600079B RID: 1947 RVA: 0x00011A48 File Offset: 0x0000FC48 [Token(Token = "0x600079B")] [Address(RVA = "0xFC5980", Offset = "0xFC4180", VA = "0x180FC5980")] public void SetShadowSwitch(float Val) { float num = Mathf.Clamp01(Val); this.g_gShadowSwitchSet = num; } // Token: 0x0600079C RID: 1948 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600079C")] [Address(RVA = "0xFC5400", Offset = "0xFC3C00", VA = "0x180FC5400")] public void EndingDebut() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600079D RID: 1949 RVA: 0x00011A64 File Offset: 0x0000FC64 [Token(Token = "0x600079D")] [Address(RVA = "0xFC59B0", Offset = "0xFC41B0", VA = "0x180FC59B0", Slot = "17")] 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: 0x0600079E RID: 1950 RVA: 0x00011A9C File Offset: 0x0000FC9C [Token(Token = "0x600079E")] [Address(RVA = "0xFC5D50", Offset = "0xFC4550", VA = "0x180FC5D50")] public NPC_CatGril() { } // Token: 0x040008E9 RID: 2281 [FieldOffset(Offset = "0x100")] [Token(Token = "0x40008E9")] public ParticleSystem PS_Body01; // Token: 0x040008EA RID: 2282 [FieldOffset(Offset = "0x108")] [Token(Token = "0x40008EA")] public ParticleSystem PS_Body02; // Token: 0x040008EB RID: 2283 [FieldOffset(Offset = "0x110")] [Token(Token = "0x40008EB")] public ParticleSystem PS_EndingDebut; // Token: 0x040008EC RID: 2284 [FieldOffset(Offset = "0x118")] [Token(Token = "0x40008EC")] public GameObject SE_Transform; // Token: 0x040008ED RID: 2285 [FieldOffset(Offset = "0x120")] [Token(Token = "0x40008ED")] public GameObject SE_HoldPlayer; // Token: 0x040008EE RID: 2286 [FieldOffset(Offset = "0x128")] [Token(Token = "0x40008EE")] public GameObject SE_EndingDebut; // Token: 0x040008EF RID: 2287 [FieldOffset(Offset = "0x130")] [Token(Token = "0x40008EF")] private SoundEffect g_SETransform; // Token: 0x040008F0 RID: 2288 [FieldOffset(Offset = "0x138")] [Token(Token = "0x40008F0")] private SoundEffect g_SEHoldPlayer; // Token: 0x040008F1 RID: 2289 [FieldOffset(Offset = "0x140")] [Token(Token = "0x40008F1")] private SoundEffect g_SEEndingDebut; // Token: 0x040008F2 RID: 2290 [FieldOffset(Offset = "0x148")] [Token(Token = "0x40008F2")] private float g_fShadowSwitch; // Token: 0x040008F3 RID: 2291 [FieldOffset(Offset = "0x14C")] [Token(Token = "0x40008F3")] private float g_gShadowSwitchSet; // Token: 0x040008F4 RID: 2292 [FieldOffset(Offset = "0x150")] [Token(Token = "0x40008F4")] private bool g_bGlow; // Token: 0x040008F5 RID: 2293 [FieldOffset(Offset = "0x154")] [Token(Token = "0x40008F5")] private float g_fGlow; }