using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020001DA RID: 474 [Token(Token = "0x20001DA")] public class SwitchDevice_Fire : SwitchDevice { // Token: 0x060013A7 RID: 5031 RVA: 0x0002D428 File Offset: 0x0002B628 [Token(Token = "0x60013A7")] [Address(RVA = "0xB1E5B0", Offset = "0xB1CDB0", VA = "0x180B1E5B0", Slot = "4")] public override void Init() { base.Init(); if (!this.g_bLightEnable) { } float num = this.g_fDefaultIntensity; this.g_fIntensity = num; GameObject se_Recovery = this.SE_Recovery; this.g_fRandomIntensityVal = 0f; Transform transform = base.transform; SoundEffect soundEffectOfPrefabs = Common.GetSoundEffectOfPrefabs(se_Recovery, transform); this.g_SERecovery = soundEffectOfPrefabs; Game.BindStageTimeScale(this.g_SERecovery); } // Token: 0x060013A8 RID: 5032 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60013A8")] [Address(RVA = "0xB1E960", Offset = "0xB1D160", VA = "0x180B1E960", Slot = "6")] protected override void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060013A9 RID: 5033 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60013A9")] [Address(RVA = "0xB1E2E0", Offset = "0xB1CAE0", VA = "0x180B1E2E0", Slot = "10")] public override void HitMagic(AttackData AD) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060013AA RID: 5034 RVA: 0x0002D488 File Offset: 0x0002B688 [Token(Token = "0x60013AA")] [Address(RVA = "0xB1E680", Offset = "0xB1CE80", VA = "0x180B1E680", Slot = "14")] public override void SetDamage() { base.SetDamage(); this.g_bLightEnable = false; } // Token: 0x060013AB RID: 5035 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60013AB")] [Address(RVA = "0xB1E6A0", Offset = "0xB1CEA0", VA = "0x180B1E6A0", Slot = "15")] public override void SetRecovery() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060013AC RID: 5036 RVA: 0x0002D4A4 File Offset: 0x0002B6A4 [Token(Token = "0x60013AC")] [Address(RVA = "0xB1EB10", Offset = "0xB1D310", VA = "0x180B1EB10")] public SwitchDevice_Fire() { this.g_bSound = true; base..ctor(); } // Token: 0x04001EA1 RID: 7841 [FieldOffset(Offset = "0x188")] [Token(Token = "0x4001EA1")] public Light FireLight; // Token: 0x04001EA2 RID: 7842 [FieldOffset(Offset = "0x190")] [Token(Token = "0x4001EA2")] private bool g_bLightEnable = true; // Token: 0x04001EA3 RID: 7843 [FieldOffset(Offset = "0x194")] [Token(Token = "0x4001EA3")] private float g_fDefaultIntensity = 9f; // Token: 0x04001EA4 RID: 7844 [FieldOffset(Offset = "0x198")] [Token(Token = "0x4001EA4")] private float g_fRandomIntensity = 1f; // Token: 0x04001EA5 RID: 7845 [FieldOffset(Offset = "0x19C")] [Token(Token = "0x4001EA5")] private float g_fSpeed = 5f; // Token: 0x04001EA6 RID: 7846 [FieldOffset(Offset = "0x1A0")] [Token(Token = "0x4001EA6")] private float g_fIntensity; // Token: 0x04001EA7 RID: 7847 [FieldOffset(Offset = "0x1A4")] [Token(Token = "0x4001EA7")] private float g_fRandomIntensityVal; // Token: 0x04001EA8 RID: 7848 [FieldOffset(Offset = "0x1A8")] [Token(Token = "0x4001EA8")] public SceneEvent[] RecoveryOpenEvent; // Token: 0x04001EA9 RID: 7849 [FieldOffset(Offset = "0x1B0")] [Token(Token = "0x4001EA9")] public GameObject SE_Recovery; // Token: 0x04001EAA RID: 7850 [FieldOffset(Offset = "0x1B8")] [Token(Token = "0x4001EAA")] private SoundEffect g_SERecovery; }