using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x020000CB RID: 203 [Token(Token = "0x20000CB")] public class Doll02StoneEffectPlay : Doll02EffectPlay { // Token: 0x06000AC1 RID: 2753 RVA: 0x000195D8 File Offset: 0x000177D8 [Token(Token = "0x6000AC1")] [Address(RVA = "0x16F8A60", Offset = "0x16F7860", VA = "0x1816F8A60", Slot = "4")] public override void InitData() { base.InitData(); string text = this.sERockDragObjectPath; Transform transform = base.transform; Action action = delegate(SoundEffect se) { this.g_SERockDragStep = se; Game.BindStageTimeScale(this.g_SERockDragStep); }; Common.LoadSoundEffect(text, transform, action); string text2 = this.sEEyePath; Transform transform2 = base.transform; Action action2 = delegate(SoundEffect se) { this.g_SEEye = se; Game.BindStageTimeScale(this.g_SEEye); }; Common.LoadSoundEffect(text2, transform2, action2); ParticleSystem component = base.transform.Find("PS_DamageSmoke").GetComponent(); this.PS_DamageSmoke = component; this.PS_DamageSmoke.Stop(true); ParticleSystem component2 = base.transform.Find("PS_DeathSmoke").GetComponent(); this.PS_DeathSmoke = component2; this.PS_DeathSmoke.Stop(true); ParticleSystem component3 = Common.FindChild(base.transform, "PS_EyeEffect").GetComponent(); this.PS_Eye = component3; this.PS_Eye.Stop(true); } // Token: 0x06000AC2 RID: 2754 RVA: 0x000196BC File Offset: 0x000178BC [Token(Token = "0x6000AC2")] [Address(RVA = "0x16F8830", Offset = "0x16F7630", VA = "0x1816F8830", Slot = "7")] public override void Create() { ParticleSystem g_BodyEffect = this.g_BodyEffect; this.g_bDeath = false; g_BodyEffect.Stop(true); ParticleSystem g_DeathEffect = this.g_DeathEffect; int num = 0; g_DeathEffect.Stop(num != 0); Material g_matBody = this.g_matBody01; this.g_fDeathShadowPos = 1f; this.g_fMatShadowPos = 0f; int num2 = 0; g_matBody.SetFloat("_ShadowPow", (float)num2); Material g_matBody2 = this.g_matBody02; int num3 = 0; g_matBody2.SetFloat("_ShadowPow", (float)num3); Material g_matHead = this.g_matHead01; int num4 = 0; g_matHead.SetFloat("_ShadowPow", (float)num4); Material g_matHead2 = this.g_matHead02; int num5 = 0; g_matHead2.SetFloat("_ShadowPow", (float)num5); Material g_matWeapon = this.g_matWeapon; int num6 = 0; g_matWeapon.SetFloat("_ShadowPow", (float)num6); } // Token: 0x06000AC3 RID: 2755 RVA: 0x00019788 File Offset: 0x00017988 [Token(Token = "0x6000AC3")] [Address(RVA = "0x16F8950", Offset = "0x16F7750", VA = "0x1816F8950", Slot = "6")] public override void Damaged() { Material g_matBody = this.g_matBody01; this.g_fMatShadowPos = 0f; int num = 0; g_matBody.SetFloat("_ShadowPow", (float)num); Material g_matBody2 = this.g_matBody02; float g_fMatShadowPos = this.g_fMatShadowPos; g_matBody2.SetFloat("_ShadowPow", g_fMatShadowPos); Material g_matHead = this.g_matHead01; float g_fMatShadowPos2 = this.g_fMatShadowPos; g_matHead.SetFloat("_ShadowPow", g_fMatShadowPos2); Material g_matHead2 = this.g_matHead02; float g_fMatShadowPos3 = this.g_fMatShadowPos; g_matHead2.SetFloat("_ShadowPow", g_fMatShadowPos3); Material g_matWeapon = this.g_matWeapon; float g_fMatShadowPos4 = this.g_fMatShadowPos; g_matWeapon.SetFloat("_ShadowPow", g_fMatShadowPos4); this.PS_DamageSmoke.Play(true); } // Token: 0x06000AC4 RID: 2756 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000AC4")] [Address(RVA = "0x16F8E50", Offset = "0x16F7C50", VA = "0x1816F8E50", Slot = "10")] public override void PlaySEFootstepL() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000AC5 RID: 2757 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000AC5")] [Address(RVA = "0x16F9040", Offset = "0x16F7E40", VA = "0x1816F9040", Slot = "11")] public override void PlaySEFootstepR() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000AC6 RID: 2758 RVA: 0x0001983C File Offset: 0x00017A3C [Token(Token = "0x6000AC6")] [Address(RVA = "0x16F9230", Offset = "0x16F8030", VA = "0x1816F9230")] public void PlaySERockDarg() { this.g_SERockDragStep.PlayRandom(1f, 1f); } // Token: 0x06000AC7 RID: 2759 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000AC7")] [Address(RVA = "0x16F8CE0", Offset = "0x16F7AE0", VA = "0x1816F8CE0")] public void PlayPSDead() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06000AC8 RID: 2760 RVA: 0x00019864 File Offset: 0x00017A64 [Token(Token = "0x6000AC8")] [Address(RVA = "0x16F9260", Offset = "0x16F8060", VA = "0x1816F9260")] public void StartFight() { this.g_matBody01.SetFloat("_ShadowTexSwitch", 1f); this.g_matBody02.SetFloat("_ShadowTexSwitch", 1f); this.g_matHead01.SetFloat("_ShadowTexSwitch", 1f); this.g_matHead02.SetFloat("_ShadowTexSwitch", 1f); this.g_matWeapon.SetFloat("_ShadowTexSwitch", 1f); this.g_SEEye.PlayRandom(1f, 1f); this.PS_Eye.Play(true); this.g_BodyEffect.Play(true); } // Token: 0x06000AC9 RID: 2761 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6000AC9")] [Address(RVA = "0x16F87C0", Offset = "0x16F75C0", VA = "0x1816F87C0")] public Doll02StoneEffectPlay() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04001202 RID: 4610 [FieldOffset(Offset = "0x1C8")] [Token(Token = "0x4001202")] [SerializeField] private string sERockDragObjectPath; // Token: 0x04001203 RID: 4611 [FieldOffset(Offset = "0x1D0")] [Token(Token = "0x4001203")] [SerializeField] private string sEEyePath; // Token: 0x04001204 RID: 4612 [FieldOffset(Offset = "0x1D8")] [Token(Token = "0x4001204")] private SoundEffect g_SERockDragStep; // Token: 0x04001205 RID: 4613 [FieldOffset(Offset = "0x1E0")] [Token(Token = "0x4001205")] private SoundEffect g_SEEye; // Token: 0x04001206 RID: 4614 [FieldOffset(Offset = "0x1E8")] [Token(Token = "0x4001206")] private ParticleSystem PS_DamageSmoke; // Token: 0x04001207 RID: 4615 [FieldOffset(Offset = "0x1F0")] [Token(Token = "0x4001207")] private ParticleSystem PS_DeathSmoke; // Token: 0x04001208 RID: 4616 [FieldOffset(Offset = "0x1F8")] [Token(Token = "0x4001208")] private ParticleSystem PS_Eye; }