using System; using System.Linq.Expressions; using Cpp2IlInjected; using UnityEngine; // Token: 0x02000086 RID: 134 [Token(Token = "0x2000086")] public class AI_SealGhost : AI_NPC { // Token: 0x060005AD RID: 1453 RVA: 0x0000DB4C File Offset: 0x0000BD4C [Token(Token = "0x60005AD")] [Address(RVA = "0x16B96B0", Offset = "0x16B84B0", VA = "0x1816B96B0", Slot = "4")] public override void Start(GameObject This, NPCManage NPCM) { base.Start(This, NPCM); SealGhostEffectPlay component = This.GetComponent(); this.g_Effect = component; SealGhostEffectPlay sealGhostEffectPlay = this.g_Effect; MoveController g_Move = this.g_Move; sealGhostEffectPlay.InitData(g_Move); MoveController g_Move2 = this.g_Move; this.g_fDragRotation = 0.6f; g_Move2.SetDragRotation(0.6f); this.g_Move.SetDragMove(9f); MoveController g_Move3 = this.g_Move; this.g_fGravity = 0f; g_Move3.gravity = 0f; this.g_fVisionDistance = 200f; this.g_fVisionAngle = 60f; this.g_fWalkSpeed = 7.5f; this.g_fRunSpeed = 12f; this.g_fDashSpeed = 18f; Shake shake = new Shake(); this.g_ShakeHead = shake; GameObject g_This = this.g_This; Shake shake2 = this.g_ShakeHead; Transform transform = Common.FindChild(g_This.transform, "Bip001 Head"); int num = 0; shake2.Start(transform, num != 0); Shake shake3 = new Shake(); this.g_ShakeSpine = shake3; GameObject g_This2 = this.g_This; Shake shake4 = this.g_ShakeSpine; Transform transform2 = Common.FindChild(g_This2.transform, "Bip001 Spine1"); int num2 = 0; shake4.Start(transform2, num2 != 0); Shake shake5 = new Shake(); this.g_ShakeUpperArmL = shake5; GameObject g_This3 = this.g_This; Shake shake6 = this.g_ShakeUpperArmL; Transform transform3 = Common.FindChild(g_This3.transform, "Bip001 L UpperArm"); int num3 = 0; shake6.Start(transform3, num3 != 0); Shake shake7 = new Shake(); this.g_ShakeUpperArmR = shake7; GameObject g_This4 = this.g_This; Shake shake8 = this.g_ShakeUpperArmR; Transform transform4 = Common.FindChild(g_This4.transform, "Bip001 R UpperArm"); int num4 = 0; shake8.Start(transform4, num4 != 0); Shake shake9 = new Shake(); this.g_ShakeThighL = shake9; GameObject g_This5 = this.g_This; Shake shake10 = this.g_ShakeThighL; Transform transform5 = Common.FindChild(g_This5.transform, "Bip001 L Thigh"); int num5 = 0; shake10.Start(transform5, num5 != 0); Shake shake11 = new Shake(); this.g_ShakeThighR = shake11; GameObject g_This6 = this.g_This; Shake shake12 = this.g_ShakeThighR; Transform transform6 = Common.FindChild(g_This6.transform, "Bip001 R Thigh"); int num6 = 0; shake12.Start(transform6, num6 != 0); Shake shake13 = new Shake(); this.g_ShakeAll = shake13; GameObject g_This7 = this.g_This; Shake shake14 = this.g_ShakeAll; Transform transform7 = Common.FindChild(g_This7.transform, "Bip_GhostE"); int num7 = 0; shake14.Start(transform7, num7 != 0); Animator g_Anim = this.g_Anim; this.g_fAniSkirtWeights = 0.3f; g_Anim.SetLayerWeight(1, 0.3f); Animator g_Anim2 = this.g_Anim; this.g_fAniDamageHead = 0f; int num8 = 0; g_Anim2.SetLayerWeight(2, (float)num8); this.g_Status = (AI_NPC.AIStatus)((ulong)17L); } // Token: 0x060005AE RID: 1454 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005AE")] [Address(RVA = "0x16B9BF0", Offset = "0x16B89F0", VA = "0x1816B9BF0", Slot = "5")] public override void Update(float fDeltaTime) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005AF RID: 1455 RVA: 0x0000DE18 File Offset: 0x0000C018 [Token(Token = "0x60005AF")] [Address(RVA = "0x16B8E70", Offset = "0x16B7C70", VA = "0x1816B8E70", Slot = "6")] public override void LateUpdate() { this.g_ShakeHead.Update(); this.g_ShakeSpine.Update(); this.g_ShakeUpperArmL.Update(); this.g_ShakeUpperArmR.Update(); this.g_ShakeThighL.Update(); this.g_ShakeThighR.Update(); this.g_ShakeAll.Update(); } // Token: 0x060005B0 RID: 1456 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B0")] [Address(RVA = "0x16B7540", Offset = "0x16B6340", VA = "0x1816B7540", Slot = "22")] public override void Fighting() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B1 RID: 1457 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B1")] [Address(RVA = "0x16B8240", Offset = "0x16B7040", VA = "0x1816B8240")] private void InitFightStatus(AI_SealGhost.AIFighting Status) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B2 RID: 1458 RVA: 0x0000DE78 File Offset: 0x0000C078 [Token(Token = "0x60005B2")] [Address(RVA = "0x16B5F90", Offset = "0x16B4D90", VA = "0x1816B5F90")] private void AttackSelect() { int num = UnityEngine.Random.Range(0, 6); if (num == 0) { this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)4L); this.g_fPlayerDistanceFar = 12f; this.g_fPlayerDistanceNear = 9f; return; } if (num == 0) { this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)7L); this.g_fPlayerDistanceNear = 4.5f; this.g_fPlayerDistanceFar = 6f; return; } if (num == 0) { this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)8L); this.g_fPlayerDistanceFar = 15f; this.g_fPlayerDistanceNear = 9f; return; } if (num != 0) { if (num != 1) { this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)11L); } this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)10L); this.g_fPlayerDistanceNear = 6f; this.g_fPlayerDistanceFar = 7.5f; return; } this.g_NextFighting = (AI_SealGhost.AIFighting)((ulong)9L); this.g_fPlayerDistanceNear = 12f; this.g_fPlayerDistanceFar = 18f; } // Token: 0x060005B3 RID: 1459 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B3")] [Address(RVA = "0x297F00", Offset = "0x296D00", VA = "0x180297F00")] private void FDebut() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B4 RID: 1460 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B4")] [Address(RVA = "0x16B7160", Offset = "0x16B5F60", VA = "0x1816B7160")] private void FWatch() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B5 RID: 1461 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B5")] [Address(RVA = "0x16B6480", Offset = "0x16B5280", VA = "0x1816B6480")] private void FAttackMove() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B6 RID: 1462 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B6")] [Address(RVA = "0x16B6E40", Offset = "0x16B5C40", VA = "0x1816B6E40")] private void FDodge() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B7 RID: 1463 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B7")] [Address(RVA = "0x16B6840", Offset = "0x16B5640", VA = "0x1816B6840")] private void FAttack() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B8 RID: 1464 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005B8")] [Address(RVA = "0x16B6210", Offset = "0x16B5010", VA = "0x1816B6210")] private void FAttack01() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005B9 RID: 1465 RVA: 0x0000DF54 File Offset: 0x0000C154 [Token(Token = "0x60005B9")] [Address(RVA = "0x16B6CC0", Offset = "0x16B5AC0", VA = "0x1816B6CC0")] private void FDamage() { float g_fWaitTime = this.g_fWaitTime; int num = 0; if (g_fWaitTime <= (float)num) { this.InitFightStatus(AI_SealGhost.AIFighting.WatchFast); return; } this.g_fWaitTime = g_fWaitTime; } // Token: 0x060005BA RID: 1466 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005BA")] [Address(RVA = "0x16B6CF0", Offset = "0x16B5AF0", VA = "0x1816B6CF0")] private void FDeath() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005BB RID: 1467 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005BB")] [Address(RVA = "0x16B77E0", Offset = "0x16B65E0", VA = "0x1816B77E0", Slot = "33")] public override void Hit(AttackData Data) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005BC RID: 1468 RVA: 0x0000DF80 File Offset: 0x0000C180 [Token(Token = "0x60005BC")] [Address(RVA = "0x16B1840", Offset = "0x16B0640", VA = "0x1816B1840", Slot = "30")] public override void Resurrection() { this.g_bDeath = false; int parameterCount = ((IParameterProvider)this).ParameterCount; } // Token: 0x060005BD RID: 1469 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005BD")] [Address(RVA = "0x16B6090", Offset = "0x16B4E90", VA = "0x1816B6090", Slot = "31")] public override void Create() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005BE RID: 1470 RVA: 0x0000DF9C File Offset: 0x0000C19C [Token(Token = "0x60005BE")] [Address(RVA = "0x16B8F10", Offset = "0x16B7D10", VA = "0x1816B8F10", Slot = "32")] public override void Remove() { NPCManage g_NPCM = this.g_NPCM; int num = 0; g_NPCM.SetLockPoint(num != 0); this.g_Effect.RemoveEnemy(); GameObject g_This = this.g_This; int num2 = 0; g_This.SetActive(num2 != 0); } // Token: 0x060005BF RID: 1471 RVA: 0x0000DFDC File Offset: 0x0000C1DC [Token(Token = "0x60005BF")] [Address(RVA = "0x16B9660", Offset = "0x16B8460", VA = "0x1816B9660", Slot = "35")] public override void SetTimeScale(float fTimeScale) { this.g_Anim.speed = fTimeScale; this.g_Effect.SetTimeScale(fTimeScale); } // Token: 0x060005C0 RID: 1472 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60005C0")] [Address(RVA = "0x16B8F60", Offset = "0x16B7D60", VA = "0x1816B8F60", Slot = "36")] public override void SetAiStatus(AI_NPC.AIStatus Status) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060005C1 RID: 1473 RVA: 0x0000E008 File Offset: 0x0000C208 [Token(Token = "0x60005C1")] [Address(RVA = "0x1565630", Offset = "0x1564430", VA = "0x181565630")] public AI_SealGhost() { } // Token: 0x040006A0 RID: 1696 [FieldOffset(Offset = "0x170")] [Token(Token = "0x40006A0")] private SealGhostEffectPlay g_Effect; // Token: 0x040006A1 RID: 1697 [FieldOffset(Offset = "0x178")] [Token(Token = "0x40006A1")] private Vector3 g_v3PrePosition; // Token: 0x040006A2 RID: 1698 [FieldOffset(Offset = "0x184")] [Token(Token = "0x40006A2")] private Vector3 g_v3PreForward; // Token: 0x040006A3 RID: 1699 [FieldOffset(Offset = "0x190")] [Token(Token = "0x40006A3")] private float g_fAnifMoveHorizontal; // Token: 0x040006A4 RID: 1700 [FieldOffset(Offset = "0x194")] [Token(Token = "0x40006A4")] private float g_fAnifMoveVertical; // Token: 0x040006A5 RID: 1701 [FieldOffset(Offset = "0x198")] [Token(Token = "0x40006A5")] private float g_fAniTrunAngle; // Token: 0x040006A6 RID: 1702 [FieldOffset(Offset = "0x19C")] [Token(Token = "0x40006A6")] private float g_fAniSkirtWeights; // Token: 0x040006A7 RID: 1703 [FieldOffset(Offset = "0x1A0")] [Token(Token = "0x40006A7")] private float g_fAniDamageHead; // Token: 0x040006A8 RID: 1704 [FieldOffset(Offset = "0x1A8")] [Token(Token = "0x40006A8")] private Shake g_ShakeHead; // Token: 0x040006A9 RID: 1705 [FieldOffset(Offset = "0x1B0")] [Token(Token = "0x40006A9")] private Shake g_ShakeSpine; // Token: 0x040006AA RID: 1706 [FieldOffset(Offset = "0x1B8")] [Token(Token = "0x40006AA")] private Shake g_ShakeUpperArmL; // Token: 0x040006AB RID: 1707 [FieldOffset(Offset = "0x1C0")] [Token(Token = "0x40006AB")] private Shake g_ShakeUpperArmR; // Token: 0x040006AC RID: 1708 [FieldOffset(Offset = "0x1C8")] [Token(Token = "0x40006AC")] private Shake g_ShakeThighL; // Token: 0x040006AD RID: 1709 [FieldOffset(Offset = "0x1D0")] [Token(Token = "0x40006AD")] private Shake g_ShakeThighR; // Token: 0x040006AE RID: 1710 [FieldOffset(Offset = "0x1D8")] [Token(Token = "0x40006AE")] private Shake g_ShakeAll; // Token: 0x040006AF RID: 1711 [FieldOffset(Offset = "0x1E0")] [Token(Token = "0x40006AF")] private AI_SealGhost.AIFighting g_Fighting = (AI_SealGhost.AIFighting)((ulong)1L); // Token: 0x040006B0 RID: 1712 [FieldOffset(Offset = "0x1E4")] [Token(Token = "0x40006B0")] private AI_SealGhost.AIFighting g_NextFighting; // Token: 0x040006B1 RID: 1713 [FieldOffset(Offset = "0x1E8")] [Token(Token = "0x40006B1")] private int g_iAWatchMoveDir; // Token: 0x040006B2 RID: 1714 [FieldOffset(Offset = "0x1EC")] [Token(Token = "0x40006B2")] private float g_fPlayerDistanceNear; // Token: 0x040006B3 RID: 1715 [FieldOffset(Offset = "0x1F0")] [Token(Token = "0x40006B3")] private float g_fPlayerDistanceFar; // Token: 0x040006B4 RID: 1716 [FieldOffset(Offset = "0x1F4")] [Token(Token = "0x40006B4")] private float g_fAttackMove; // Token: 0x040006B5 RID: 1717 [FieldOffset(Offset = "0x1F8")] [Token(Token = "0x40006B5")] private float g_fAttackRotate; // Token: 0x040006B6 RID: 1718 [FieldOffset(Offset = "0x1FC")] [Token(Token = "0x40006B6")] private float g_fAttackNext; // Token: 0x040006B7 RID: 1719 [Token(Token = "0x40006B7")] private const float g_fAttack01Number = 6f; // Token: 0x040006B8 RID: 1720 [FieldOffset(Offset = "0x200")] [Token(Token = "0x40006B8")] private float g_fAttack01NumberVal; // Token: 0x040006B9 RID: 1721 [FieldOffset(Offset = "0x204")] [Token(Token = "0x40006B9")] private bool g_bDodge; // Token: 0x040006BA RID: 1722 [FieldOffset(Offset = "0x208")] [Token(Token = "0x40006BA")] private int g_iScript; // Token: 0x02000087 RID: 135 [Token(Token = "0x2000087")] private enum AIFighting { // Token: 0x040006BC RID: 1724 [Token(Token = "0x40006BC")] Null, // Token: 0x040006BD RID: 1725 [Token(Token = "0x40006BD")] Watch, // Token: 0x040006BE RID: 1726 [Token(Token = "0x40006BE")] WatchFast, // Token: 0x040006BF RID: 1727 [Token(Token = "0x40006BF")] AttackMove, // Token: 0x040006C0 RID: 1728 [Token(Token = "0x40006C0")] Attack0101, // Token: 0x040006C1 RID: 1729 [Token(Token = "0x40006C1")] Attack0102, // Token: 0x040006C2 RID: 1730 [Token(Token = "0x40006C2")] Attack0103, // Token: 0x040006C3 RID: 1731 [Token(Token = "0x40006C3")] Attack02, // Token: 0x040006C4 RID: 1732 [Token(Token = "0x40006C4")] Attack03, // Token: 0x040006C5 RID: 1733 [Token(Token = "0x40006C5")] Attack04, // Token: 0x040006C6 RID: 1734 [Token(Token = "0x40006C6")] Attack05, // Token: 0x040006C7 RID: 1735 [Token(Token = "0x40006C7")] Attack06, // Token: 0x040006C8 RID: 1736 [Token(Token = "0x40006C8")] DodgeL, // Token: 0x040006C9 RID: 1737 [Token(Token = "0x40006C9")] DodgeR, // Token: 0x040006CA RID: 1738 [Token(Token = "0x40006CA")] Damage, // Token: 0x040006CB RID: 1739 [Token(Token = "0x40006CB")] Death, // Token: 0x040006CC RID: 1740 [Token(Token = "0x40006CC")] End, // Token: 0x040006CD RID: 1741 [Token(Token = "0x40006CD")] Debut } }